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Download Advanced 3-D Game Programming with DirectX 8.0 by Peter Walsh PDF

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By Peter Walsh

Microsoft’s DirectX is a strong set of software programming interfaces used for multimedia software improvement. the most recent model bargains elevated functionality, greater usability, and extra strength to create the subsequent new release of interactive leisure items that rival something noticeable long ago. This revision of the best-selling complex 3D video game Programming utilizing DirectX 7.0 makes a speciality of the hot beneficial properties of DirectX 8.0, delivering lots of code to assist readers know the way to create laptop video games utilizing this complicated multimedia program improvement platform.

Among the subjects mentioned are: * lighting fixtures and shading schemes * Networking and multithreading * Texture mapping * Scene administration

Along with numerous pattern functions that concentrate on particular algorithms, complete resource code is equipped for a client-server networked 3-D first-person online game that demonstrates some of the options mentioned within the publication. this offers readers the chance to strengthen their very own code simply, basing it upon the know-how mentioned within the book.

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Sample text

They wanted the total control they had in DOS. Besides that, graphics in Windows at that time were done with WinG or even the Windows GDI. While WinG was pretty cool (and written by all-around cool guy Chris Hecker), it didn’t have the feature set that games of the time needed, especially when it came to things like full-screen rendering. The GDI was designed to work on a myriad of different configurations, different resolutions, different bit depths—it was not designed to be fast. Microsoft’s answer to game developers was The Game SDK, which was really the first version of DirectX.

Each time a message is sent to a window, it is added to a message queue deep inside Windows. Each window has its own associated message queue. A message queue ensures that each message gets processed in the order it gets received, even if it arrives while the application is busy processing other messages. In fact, when most Windows applications get stuck in an infinite loop or otherwise stop working, you’ll notice because they’ll stop processing messages, and thus don’t redraw or process input.

Hold on though… How does Windows “tell” an application anything? This can be a very foreign concept to people used to DOS, but it is paramount to the way Windows works. The trick is, Windows (and other applications) share information by sending packets of data back and forth called messages. The structure of a Windows message appears below: typedef struct tagMSG { HWND hwnd; UINT message; WPARAM wParam; LPARAM lParam; DWORD time; POINT pt; } MSG; hwnd Handle to the window that should receive the message message The identifier of the message.

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