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Learning Windows 8 Game Development
Table of Contents
Learning Windows 8 Game Development
Credits
About the Author
About the Reviewers
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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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