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Windows Game Programming with Visual Basic and DirectX is the only game programming book on the market that pairs the ease of Visual Basic with the power and flash of DirectX applications. The book is written to teach the skills and thoughts behind game programming, with hands-on examples and a simulation game project that results in a complete application at the end of the book. Topics such as artificial intelligence, animation, sound effects, background music, and multiplayer setups will be covered in detail and put to work in the hands-on game project.
Introduction.
I. DIVING INTO THE GAME.
Introduction.Creating a Computer Game. Your Challenge. Who Should Read This Book. System Requirements. What This Book Covers. What This Book doesn't Cover. Conventions Used in This Book. Questions and Comments. Other Resources.
1. Developing an Idea into a Game.Designing the Game. Game Design Document for Swim Mall. Final Thoughts.
2. Introducing DirectX.Understanding DirectX. Introducing 3D Graphics. I'm a Little Teapot. Final Thoughts.
3. Creating 3D Graphics.Introducing Caligari trueSpace. Introducing Adobe Photoshop and Illustrator. Constructing 3D Graphics. Creating a Mall. Final Thoughts.
4. Turning 2D Graphics into 3D Graphics.Creating 2D Graphics. Tweaking Images with Photoshop. Creating a Store. Creating a Simple Texture with Photoshop. Final Thoughts.
5. Loading Mall Information.Design Details. Loading a Saved Game. Final Thoughts.
6. Displaying 3D Graphics.Initializing Graphics Information. Loading Your Mall. Displaying Graphic Information. Rendering Your Mall. Selecting Objects Using the DXGraphics Class. Running the Program. Final Thoughts.
II. SIMULATING REALITY.
7. Random Numbers Ain't Random.Defining a Random Number. Random Numbers and Computers. Creating Random Numbers. Random Numbers and Visual Basic. Ranges of Random Numbers. Distribution of Random Numbers. Final Thoughts.
8. Simulating Reality.Introducing Simulations. Parts of a Simulation Model. The Master Clock. Simulation Statistics. Programming Simulations. Final Thoughts.
9. Simulating the Mall.Understanding the Simulation. Building the Simulation Framework. Communities and Competitors. Initializing the Simulation. Monitoring the Mall. Final Thoughts.
10. Simulating Customers.The Customer Class. Picking the Best Mall. Priority Queues. Simulating the Customer in the Mall. Final Thoughts.
11. Simulating Stores and Money.Stores and Needs. Storing Store Information. Customers and Stores. Housekeeping for the Store. Displaying Information for a Store. Managing the Mall's Money. Final Thoughts.
III. MAKING THE GAME FUN.
12. Controlling the Mall with DirectInput.Exploring DirectInput. Using DirectInput. Integrating DirectInput into Swim Mall. Initializing DirectInput. Handing DirectInput Events. Mouse Recovery. Ending DirectInput. Final Thoughts.
13. Commanding the Game.Running the Game.