thank
Special thanks to EMI Smith and Karen Gill so patiently complete this book with me, thank you Joseph Hall for this book's technical remediation, and his annotations made to the code complete my book.
Thanks to the tutorial of PTR to give me such a chance to explain the imaginary theme of DirectX.
Finally, my heartfelt thanks to Albert James, my good teacher Yifu is the teacher who teaches me to love this job.
About author
That is when Wendy Jones is still in junior high school, she saw the Apple II computer from her first eye, she couldn't walk again. After that, she spent most of her time in learning Basic and graphic programming, and learned to use the language to present the image in the mind on the paper. After that, she has studied other languages, Pascal, C, Java, and C .
After that, she is far from being not satisfied with everything you have under the DOS system, starting to turn to Windows, soon, I have grown .com. But the development of Internet companies is far without them, so Wendy began to put her enthusiasm into game development.
But let her really have a strong interest in this industry, which is her experience in Atari Humongous Entertainment as a game development engineer. At that time, she served as the development under the PC platform and the console, and those work brought her a huge challenge.
Currently, she is working in the development of PocketPC and the game console.
If you have any suggestions or questions about this book, you can send her email: gadget2032@yahoo.com
Sequencement
Game development is undoubtedly the most beautiful work in the computer world. What else is more exciting than creating a completely virtual world? Everything there has been only appeared in your dream. You can give them a virtual society to play the roles of their dreams and create their new life.
The game industry is developing rapidly, and its related technologies are also progressing. Just a few years ago, 3D hardware equipment has not been supported in the consumer market. Only expensive SGI workstations can have a 3D effect in real time, OpenGL technology is still bud. With the civilianization of PC equipment, OpenGL has also begun to show its ability to present to the public.
Before Microsoft launches DirectX, the Windows platform is considered to be very uncomfortable. DirectX's launch, as well as Microsoft's continuous efforts, finally surpass OpenGL, and replaced, gradually become new standards for image processing under Windows. Today, most of the PC games are DirectX technology, so that players can feel the most advanced technology and experience the most authentic game world.
Prerequisite knowledge:
Familiar with C language, as well as a little object-oriented programming experience, will make you have a deeper understanding of the examples provided by this book. Although most of the mathematical concepts in the text explains very detailed, some basic mathematical common sense is of course best. If you have experience in Visual Studio .NET 2003 or other Visual Studio platform, it is better. In the next section, you will tell you how to start.
How to use this book
This book is divided into three parts. The first part briefly introduces DirectX, telling you how to start your first DirectX program. The second part starts from 3D and D3D concepts, telling you to build a basic knowledge required for 3D world. The last section will extend your application for D3D, tell you how to use DirectSound to process the sound in the game, and use DirectInput to manage human-machine interaction. In the last instance, we will integrate all the techniques mentioned in the book and tell you how to use the knowledge you have learned. If you already have
DirectX
Experience, or have already written some of them
3D
The applet, you can skip the first chapter and start from the second chapter. For those who have just prepared to invest in game development
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Still take this book seriously from the end, it will tell you
DirectX
What can you do.