로그인회원가입장바구니고객센터마이페이지회사소개
kangcom
전체
Home >   >   > 

Isometric Game Programming with DirectX 7.0 w/CD

   
지은이 PAZERA   |   출판사 Premier Press  |   발행일 2001년 03월 15일   |   언어 : 영어
 
판매가 84,000원69,700원 17%
마일리지 1% 840원
발행일 2001-03-15
ISBN 0761530894 | 9780761530893
기타정보 원서 | 744쪽 | $ 59.99
예상입고일
배송비 무료배송
    정가, 판매가는 항공 운임료 포함
프로그래밍
종합지수 0p
   
이 책의 번역서
  ISOMETRIC GAME PROGRAMMING WITH DIRECTX(한국어판)
민프레스 | 김병욱
주의사항 더이상 출간되지 않습니다.
 

Isometric Game Programming with DirectX takes you from zero to DirectX, literally! Beginning with game programming basics you will explore such topics as WIN32 programming basics, GDI fundamentals, fonts, regions and bitmaps, DirectDraw, and Game Logic. You'll then move on to Isometric fundamentals and methodology as well as advanced topics such as Random World Generation and Direct3D.This book is a comprehensive Isometric game programming guide ideal for any serious game developer!
TABLE OF CONTENTS

Introduction
Part I: The Basics
Chapter 1: Introduction to WIN32 Programming
Conceptual Overview of Windows Programs
Of HWNDs and HINSTANCEs
Life in an Event-Driven Operating System
Window Procedures
The WinMain Function
The Message Pump
Creating a Window
Other Initialization
The Window Procedure
Mouse Messages
Other Window Messages
WM_ACTIVATEAPP
Managing Your Windows
System Metrics
Summary

Chapter 2: The World of GDI and Windows Graphics
RECT and POINT
Anatomy of a Window
Device Contexts
GDI Objects
Pixel Plotting with GDI
Using Pens
Brushes
Pens and Brushes Together: Shape Functions
Summary

Chapter 3: Fonts, Bitmaps, and Regions
Working with Fonts
Creating and Using Regions
Creating and Using Bitmaps
Summary
Chapter 4: DirectX at a Glance
DirectX Components
DirectX Configuration
Tradition and COM
Summary

Chapter 5: Using DirectDraw
Creating the IDirectDraw7 Object
Setting the Cooperative Level
Enumerating Display Modes
Setting the Display Mode
Retrieving the Current Display Mode
A Final Thing: Releasing Objects
Summary
Chapter 6: Surfaces
What Is a Surface?
Creating a Surface
Using Surfaces
A DirectDraw Wrapper
Empowering the User
Summary

Chapter 7: IDirectDrawClipper Objects and Windowed DirectDraw
Using IDirectDrawClipper
Windowed DirectDraw
Summary

Chapter 8: DirectSound
The Nature of Sound
The WIN32 Way to Play Sounds
The IDirectSound Object
The IDirectSoundBuffer Object
Using WAV Files
The DSFuncs Library
Empowering the User
Summary

Chapter 9: Game Design Theory
A Definition of Game
The Intangible Nature of Games
Why We Play
Computer Games
Game Analysis
Designing a Game
From Theory to Practice
Empowering the User: Giving Thought to the User Interface
Making a Real Game
A Few Words about Finishing Games
Summary

Part II: Isometric Fundamentals

Chapter 10: Tile-Based Fundamentals
What Does "Tile-Based" Mean?
Myths about Tile-Based Games
Tile-Based Terminology
An Introduction to Rectangular Tiles
Managing Tilesets
A TileSet Class
An Animated Sprite Example
Taking Control
Tilemap Basics
Rendering a Tilemap
A Simple TileMap Editor
A Tile-Based Example: Reversi
Summary

Chapter 11: Isometric/Hexagonal Tile Overview
Introduction to IsoHex
IsoHex Tiles versus Rectangular Tiles
IsoHex Tilemaps versus Rectangular Tilemaps
Isometric Engines versus Rectangular Engines
The Three Types of IsoHex Tilemaps
IsoHex Tilesets and the Importance of Anchors
Summary

Chapter 12: Slide Isometric Tilemaps
Interlocking IsoHex Tiles
Coordinate System
Tile Plotting
Scrolling
Tile Walking
Mousemapping
Summary
Chapter 13: Staggered Tilemaps
Coordinate System
Tileplotting
Tilewalking
Unique Properties of Staggered Maps

Chapter 14: Diamond Maps
Coordinate System
Tileplotting
Scrolling Revisited
Mousemapping
Summary

Chapter 15: The IsoHexCore Engine
Overview of IsoHexCore
IsoHexDefs.h
IsoTilePlotter.h/IsoTilePlotter.cpp
IsoTileWalker.h/IsoTileWalker.cpp
IsoScroller.h/IsoScroller.cpp
IsoMouseMap.h/IsoMouseMap.cpp
IsoHexCore.h
An IsoHexCore Example
Summary

Part III: Isometric Methodology
Chapter 16: Layered Maps and Optimized Rendering
Layered Map Basics
Layered Map Methods
A More Efficient Tile Blitting Algorithm
Summary

Chapter 17: Further Rendering Optimizations
Get Rid of Blt
Whittling down the Blits per Frame
Summary
Chapter 18: Object Placement and Movement
Object Placement (COP versus FOP)
Coarse Object Placement

Summary
Chapter 19: Object Selection
Simple Object Selection
Pixel-Perfect Object Selection
Minimap, Zones of Control, and the Fog of War
Summary

Chapter 20: Isometric Art
Tile Ripping and Slanting
Extra Graphical Operations
Summary

Chapter 21: Fringes and Interconnecting Structures
Fringes
Interconnec
ting Structures
Summary

Part IV: Advanced Topics
Chapter 22: World Generation
What Is World Generation?
Using Mazes
Growing Continents
Summary

Chapter 23: Pathfinding and AI
What Is AI?
Really Simple AI Stuff
More Advanced Pathfinding Algorithm
Making Pathfinding Useful
Summary

Chapter 24: Introduction to Direct3D
Direct3D as a 2D Renderer
Direct3D Basics
Textures
Summary

Chapter 25: The Much-Anticipated ISO3D
D3DFuncs.h/D3DFuncs.cpp
Plotting Tiles in IS03D
Dynamic Lighting
Height Mapping
Tile Selection/Mousemapping
Summary

Chapter 26: The Road Ahead
Current Trends
What Lies Ahead

Part V: Appendices
Appendix A: Loading Sample Projects Into the IDE
Coding Conventions
Appendix B: Hexagonal Tile-Based Games
Iso versus Hex
What's the Difference?
Summary
Appendix C: IsoHex Resources
See the Sites
Hit the Books
Drop Me a Line
준비 중입니다.
등록된 서평이 없습니다.
시작하세요! 하둡 프로그래밍...
정재화
선택된 상품을 찜하실 수 있습니다. 선택된 상품을 바로구매 하실 수 있습니다.
『실전 윈도우 디바이스 드라이버 2/e: 윈도우 개발자를 위한 실무 유형별 드라이버 개발 가이드』...
이봉석
선택된 상품을 찜하실 수 있습니다. 선택된 상품을 바로구매 하실 수 있습니다.
 
전체평균(0)
회원평점   회원서평수 0
Premier Press 출판사의 신간
Beginning C++ Game Programming with CDROM
Michael Dawson 저
29,400원
(30%↓+1%)
 
The Dark Side of Game Texturing with CDROM
David Franson 저
46,500원
(17%↓+1%)
 
J2ME Game Programming
Jeffrey Bardzell 저
69,700원
(17%↓+1%)
 
Focus On 3D Models
Evan Pipho 저
34,900원
(17%↓+1%)
 
Focus On Curves and Surfaces
Kelly Dempski 저
34,900원
(17%↓+1%)
 
이메일주소수집거부