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Learning Windows 8 Game Development电子书

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0人正在读 | 0人评论 9.8

作       者:Michael Quandt

出  版  社:Packt Publishing

出版时间:2013-10-25

字       数:196.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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A standard practical tutorial running people through Windows 8 RT with a specific focus on game development is the approach chosen here. This type of approach will more likely appeal to an audience that is in need of a structured guide that they can emulate and learn from, unlike the usual reference text available in the market.Learning Windows 8 Game Development is for any developer looking to branch out and make some games. It’s assumed that you will have an understanding of C++ and programming. If you want to program a game, this book is for you, as it will provide a great overview of Direct3D and Windows 8 game development and will kick-start your journey into 3D development.
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Learning Windows 8 Game Development

Table of Contents

Learning Windows 8 Game Development

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

NuGet and DirectXTK

MSDN

Languages and other resources

WinRT

Components

Threading

C++ Component Extensions

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Getting Started with Direct3D

Setting up the stage

Applications and windows

Structuring each frame

Initializing the Direct3D API

Graphics device

Device context

Swap chain

Render target, depth stencil, and viewport

Down the graphics pipeline

Understanding the game loop

Updating the simulation

Drawing the world

Clearing the screen

Presenting the back buffer

Summary

2. Drawing 2D Sprites

Installing DirectXTK

What a sprite is

Textures

File formats

Loading

Co-ordinate systems

Drawing the sprites

Sorting modes

Finishing the batch

Vectors

Text rendering

TTF versus BMP

Building the font

Drawing the font

Summary

3. Adding the Input

Input devices

Pointers

Keyboard input

GamePad input

Multiple controllers

Buttons

Deadzones and thumbsticks

Summary

4. Adding the Play in the Gameplay

Structuring a game

Traditional object-oriented design

Components and entities

Putting it all together

Subsystems

Refining the input system

Trigger

Action

InputManager

Triggers

Renderer

Resource management

Culling

Implementation

Collision detection

Rectangle collision

Fighting for score

Summary

5. Tilting the World

Orientation

Accelerometer

Shaking things up a bit

Spinning with gyros

Compass

Inclinometer

Orientation for games

Practice makes perfect

Other sensors

Light

Locking on with a GPS

Status

Position

Polling

Summary

6. Bragging Rights

Game state and progression

Sharing in Windows 8

WinRT components

Live tiles

Summary

7. Playing Games with Friends

A better menu system

Networking

Choosing between client/server and peer-to-peer models

The client/server model

The peer-to-peer model

Maybe a hybrid?

The first stage

Using the PeerFinder

Communicating the gameplay

TCP – StreamSocket

UDP – DatagramSocket

Reading and writing data

Side note – Async

The DataReader

The DataWriter

Summary

8. Getting into the Store

Getting into the store

Free accounts

Submitting your game

GDF Certificates

App packages

Capabilities

Adding a privacy policy

Declarations

Certification kit

Creating your app packages

Uploading and submitting

Certification tips

Privacy

Features

Legacy APIs

Debug

WACK

Summary

9. Monetization

Selling your games

Monetization models

The freemium model

The traditional model

The hybrid model

The trial mode

In-app purchases

The consumables

Testing with the simulator

Summary

A. Adding the Third Dimension

Vertices and triangles

Indices

Cameras

DirectXMath

Buffers

Building the vertex and index buffers

Setting the buffers

Using the buffers

Constant buffers

Updating the buffers

Mapping the buffer

The UpdateSubresource() method

Shaders

Vertex shaders

Pixel shaders

Compiling and loading

Input layouts

Drawing the model

Setting the buffers and drawing

Summary

Index

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