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Windows游戏编程大师技巧(第二版) pdf
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《windows游戏编程大师技巧》第二版pdf,网上只有第二版的chm和第一版的pdf哦...
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I l@ve RuBoard
•
Table of Contents
•
Index
•
Examples
Tricks of the Windows® Game Programming Gurus,
Second Edition
By André LaMothe
Publisher
: Sams Publishing
Pub Date
: June 19, 2002
ISBN
: 0-672-32369-9
Pages
: 1088
Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming,
covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including
Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques.
Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming,
artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling
you have ever seen in a game book.
I l@ve RuBoard
I l@ve RuBoard
•
Table of Contents
•
Index
•
Examples
Tricks of the Windows® Game Programming Gurus,
Second Edition
By André LaMothe
Publisher
: Sams Publishing
Pub Date
: June 19, 2002
ISBN
: 0-672-32369-9
Pages
: 1088
Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming,
covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including
Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques.
Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming,
artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling
you have ever seen in a game book.
I l@ve RuBoard
I l@ve RuBoard
•
Table of Contents
•
Index
•
Examples
Tricks of the Windows® Game Programming Gurus,
Second Edition
By André LaMothe
Publisher
: Sams Publishing
Pub Date
: June 19, 2002
ISBN
: 0-672-32369-9
Pages
: 1088
Copyright
Foreword
About the Author
Contributing Authors of Online Books in Digital Form
Contributing Authors of Articles and Papers
About the Technical Editor
Acknowledgments
We Want to Hear from You!
Introduction
What You're Going to Learn
What You Need to Know
How This Book Is Organized
Installing the CD-ROM
Installing DirectX
Compiling the Programs
About the Second Edition
Part I. Windows Programming Foundations
Chapter 1. Journey into the Abyss
A Little History
Designing Games
Types of Games
Brainstorming on Ideas
The Design Document and Storyboards
Making the Game Fun
The Components of a Game
General Game Programming Guidelines
Using Tools
Setting Up to Get Down—Using the Compiler
An Example: FreakOut
Summary
Chapter 2. The Windows Programming Model
The Genesis of Windows
Multitasking and Multithreading
Programming the Microsoft Way: Hungarian Notation
The World's Simplest Windows Program
Real-World Windows Applications (Without Puck)
The Windows Class
Registering the Windows Class
Creating the Window
The Event Handler
The Main Event Loop
Making a Real-Time Event Loop
Opening More Windows
Summary
Chapter 3. Advanced Windows Programming
Using Resources
Working with Menus
Introduction to GDI (Graphics Device Interface)
Handling Important Events
Sending Messages Yourself
Summary
Chapter 4. Windows GDI, Controls, and Last-Minute Gift Ideas
Advanced GDI Graphics
Points, Lines, Polygons, and Circles
More on Text and Fonts
Timing Is Everything
Playing with Controls
Getting Information
The T3D Game Console
Summary
Part II. DirectX and 2D Fundamentals
Chapter 5. DirectX Fundamentals and the Dreaded COM
DirectX Primer
COM: Is It the Work of Microsoft… or Demons?
Working with DirectX COM Objects
The Future of COM
Summary
Chapter 6. First Contact: DirectDraw
The Interfaces of DirectDraw
Creating a DirectDraw Object
Cooperating with Windows
Getting into the Mode of Things
The Subtleties of Color
Building a Display Surface
Summary
Chapter 7. Advanced DirectDraw and Bitmapped Graphics
Working with High-Color Modes
Double Buffering
Surface Dynamics
Page Flipping
Using the Blitter
Clipper Fundamentals
Working with Bitmaps
Offscreen Surfaces
Bitmap Rotation and Scaling
Discrete Sampling Theory
Color Effects
Manual Color Transforms and Lookup Tables
The New DirectX Color and Gamma Controls Interface
Mixing GDI and DirectX
Getting the Lowdown on DirectDraw
Using DirectDraw in Windowed Modes
Summary
Chapter 8. Vector Rasterization and 2D Transformations
Drawing Lines
Basic 2D Clipping
Wireframe Polygons
Transformations in the 2D Plane
Introduction to Matrices
Translation
Scaling
Rotation
Solid Filled Polygons
Collision Detection with Polygons
More on Timing and Synchronization
Scrolling and Panning
Fake 3D Isometric Engines
The T3DLIB1 Library
The BOB (Blitter Object) Engine
Summary
Chapter 9. Uplinking with DirectInput and Force Feedback
The Input Loop Revisited
DirectInput Overture
Going Deeper with Force Feedback
Writing a Generalized Input System: T3DLIB2.CPP
Summary
Chapter 10. Sounding Off with DirectSound and DirectMusic
Sound Programming on the PC
And Then There Was Sound…
Digital Versus MIDI—Sounds Great, Less Filling
Sound Hardware
Digital Recording: Tools and Techniques
DirectSound on the Mic
Starting Up DirectSound
Primary and Secondary Sound Buffers
Rendering Sounds
Making DirectSound Talk Back
Reading Sounds from Disk
DirectMusic: The Great Experiment
DirectMusic Architecture
Starting Up DirectMusic
Loading a MIDI Segment
Manipulating MIDI Segments
The T3DLIB3 Sound and Music Library
Summary
Part III. Hardcore Game Programming
Chapter 11. Algorithms, Data Structures, Memory Management, and Multithreading
Data Structures
Algorithmic Analysis
Recursion
Trees
Optimization Theory
Making Demos
Strategies for Saving the Game
Implementing Multiple Players
Multithreaded Programming Techniques
Summary
Chapter 12. Making Silicon Think with Artificial Intelligence
Artificial Intelligence Primer
Deterministic AI Algorithms
Patterns and Basic Control Scripting
Modeling Behavioral State Systems
Modeling Memory and Learning with Software
Planning and Decision Trees
Pathfinding
Advanced AI Scripting
Artificial Neural Networks
Genetic Algorithms
Fuzzy Logic
Building Real AI for Games
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