Windows Game Programming For Dummies, 2/e
Andre LaMothe
- 出版商: Hungry Minds
- 出版日期: 2002-10-01
- 售價: $1,430
- 貴賓價: 9.5 折 $1,359
- 語言: 英文
- 頁數: 458
- 裝訂: Paperback
- ISBN: 0764516787
- ISBN-13: 9780764516788
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商品描述
Get the scoop on DirectDraw, DirectInput physics modeling, and more!
The
one book you need to begin building your own games
Game programming is a
challenge - even if you're a veteran C/C++ programmer. This friendly guide by a
legendary game developer delivers just what you need to get started on 2D games.
Now revised to cover the latest DirectX and Windows releases, it shows you step
by step how to tackle everything from graphics and sound to input and
installation - even games marketing!
All this on the bonus CD-ROM
*
Microsoft DirectX application programming interface SDK v. 8.1
* Paint Shop
Pro evaluation version
* Examples, games, and source code from the book
*
Plus bonus chapters
System Requirements: PC running Windows 9x/2000/Me/XP,
Windows NT 4 or later; 64MB of RAM, 128MB recommended. See the About the CD
Appendix for details and complete system requirements.
Table of Contents
FOREWORD
INTRODUCTION PART I: GETTING FAMILIAR WITH WINDOWS PROGRAMMING.
Chapter 1: Setting Up for Windows 9x/XP/2000 Programming.
Chapter 2: Exploring the Basics of Video Game Design.
Chapter 3: The Nuts and Bolts of Windows 9x/XP/2000 Programming.
Chapter 4: How to Handle Big Events.
Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.
Chapter 6: Wrapping Up Windows 9x/XP/2000 Programming.
PART II: JACKING IN WITH DIRECTX.
Chapter 7: The Architecture of DirectX and the Dreaded COM.
Chapter 8: Getting to Know DirectDraw.
Chapter 9: Using the DirectDraw Crayons.
Chapter 10: Digging into DirectDraw: Animation and Bitmaps.
Chapter 11: Digging Deeper into Direct Draw: Advanced Features.
Chapter 12: The GPDUMB Game Engine, Part I.
PART III: The Rest of the Puzzle: SOUND, INPUT, AND SET UP.
Chapter 13: Making Noise with DirectSound.
Chapter 14: The Ins and Outs of DirectInput.
Chapter 15: Click OK to Install: Using DirectSetup & Autoplay.
Chapter 16: GPDUMB Part II-The Final Conflict.
Chapter 17: What goes Up Must Come Down: Physics Modeling.
Chapter 18: Putting the Game Engine to Work with Underworld.
Chapter 19: Marketing Your Madness.
PART V: THE PART OF TENS.
Chapter 20: Ten Basic Rules of Game Design
Chapter 21: Ten Biggest Mistakes Game Programmers Make.
Chapter 22: Ten Best Game Programming Resources on the Web.
APPENDIX
INDEX
END-USER LICENCE AGREEMENT