By Peter Walsh

ISBN-10: 1556229682

ISBN-13: 9781556229688

Textual content is an replace to the earlier textual content, complicated 3D online game Programming utilizing DirectX 8.0; targeting implementation alterations to DirectX 9.0. For programmers who're new to snap shots and video game programming. Softcover. DLC: desktop video games - Programming.

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Extra resources for Advanced 3D Game Programming Using DirectX 9.0

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Finally, developers could write fast games and still get the advantages of using the Win32 API, like multithreading support, a TCP/IP stack, and countless UI features. 0, the SDK’s name was changed to DirectX. This was because Microsoft realized that game developers weren’t the only people who wanted the graphics and audio acceleration provided by the SDK; developers of everything from video playback programs to presentation software wanted faster graphics. Installation Installing DirectX is a straightforward process.

Finally, there is the Big Kahuna—cApplication. Child classes will generally only reimplement SceneInit and DoFrame. However, other functions can be reimplemented if added functionality, like the construction of extra system objects, is needed. The game presented in Chapter 11 will use several other system objects that it will need to construct. class cApplication { protected: string m_title; int m_width; int m_height; bool m_bActive; static cApplication* virtual virtual virtual virtual void void void void m_pGlobalApp; InitPrimaryWindow(); InitGraphics(); InitInput(); InitSound(); Chapter 1: Windows n 27 virtual void InitExtraSubsystems(); public: cApplication(); virtual ~cApplication(); virtual void Init(); virtual virtual virtual virtual void void void void Run(); DoFrame( float timeDelta ); DoIdleFrame( float timeDelta ); ParseCmdLine( char* cmdLine ); virtual void SceneInit(); virtual void SceneEnd(); void Pause(); void UnPause(); static cApplication* GetApplication(); static void KillApplication(); }; inline cApplication* Application(); HINSTANCE AppInstance(); cApplication* CreateApplication(); m_title Title for the application.

Virtual function to initialize any additional subsystems the application wants before the scene is initialized. cApplication() Constructor; fills in default values for the member variables. ~cApplication() Shuts down all of the system objects. 28 n Chapter 1: Windows Init() Initializes all of the system objects (which I’ll show you in Chapter 4). Run() Main part of the application. Displays frames as fast as it can until the WM_QUIT message arrives. ) This function is called every frame by Run.

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Advanced 3D Game Programming Using DirectX 9.0 by Peter Walsh

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