Download DirectX 11.1 Game Programming by Pooya Eimandar PDF

By Pooya Eimandar

A step by step advisor to making 3D functions and interactive video games in home windows 8

Overview

• research new gains in Direct3D 11.1
• notice how you can strengthen a multithreaded pipeline video game engine
• comprehend shader version five and the right way to create an editor for the game

In Detail

DirectX is designed to create eye-popping 3D visuals and immersive sound results present in a lot of today's workstation video games. DirectX 11.1 contains a number of advancements from its past model. It's designed to be extra effective, leverage the facility of today's multi-core processors, and supply aid for stylish shading and texturing options akin to tessellation.

DirectX 11.1 online game Programming brings exceptional energy and adaptability to programmers who are looking to excel in graphical courses. DirectX 11.1 video game Programming is an creation to making interactive special effects and video games, utilizing Direct3D 11.1. you'd be guided throughout the new good points of Direct3D in addition to XAML to construct an extensible multithreaded framework for developing 3D purposes and video games at the home windows eight metro kind platform.

DirectX 11.1 video game Programming explores the options to establish a 3D multithreaded framework for metro type photos courses. you'd be guided throughout the strategy of extending your framework to make use of the benefits of Direct3D 11.1.

We could then discover visible Studio version editor for loading and enhancing your resources and how one can render them with the Direct3D pipeline. we are going to additionally discover the helping inputs corresponding to keyboards, guidelines, Xbox controllers, and the way to render the whole 3D scene utilizing digital camera, sound, billboard, tessellation, submit processors, and parallel libraries, besides aiding XAML. you will additionally examine different innovations of debugging this system and will be good built with every thing you must commence programming 3D purposes and video games with DirectX 11.1 on home windows eight platforms.

What you are going to examine from this book

• Loading and rendering mesh utilizing the output structure of visible Studio version Editor.
• Draw geometry with texture and compiled shaders
• Load and render meshes utilizing the output layout of the visible Studio version editor
• enforcing asynchronous source loading
• exhibiting functionality data
• upload collision detection, sound, bump mapping, specular mapping, and a billboard procedure to the framework
• Use tessellation for bettering fabric surfaces
• Compose XAML and Direct3D
• upload publish processing and parallel collision detection utilizing C++Amp

Approach

Written in step by step instructional layout, we'll discover the construction of 3D purposes and video games during the improvement of a home windows eight metro variety game.

Who this booklet is written for

DirectX 11.1 online game Programming is written for builders with wisdom of C++ essentails and 3D arithmetic who would need to create metro kind video games at the home windows eight platform.

DirectX 11.1 video game Programming explores Direct3D 11.1 and Microsoft C++ part extensions besides introducing C++ sped up huge parallelism.

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Additional resources for DirectX 11.1 Game Programming

Sample text

Furthermore, it will be responsible to check whether the video card has been physically removed, a driver upgrade for the video card has been launched, or if there is something wrong with the drivers of the video card. If any of these have happened, it should destroy and recreate the device. As the HandleDeviceLost method is responsible for managing it, it is simply a reinitialize device. So, we have introduced how to initialize the Direct3D device. The SimpleScene class shows you how to clear the screen using the functions of the Game class.

In this function, we call the CreateDDSTextureFromMemory method of the DDSTextureLoader class. The input parameters are the Direct3D device, the bytes of the texture, and the length of bytes. The output parameters are the address of the pointer to the resource interface and the address of the pointer to the shader resource view interface. CreateDDSTextureFromMemory(device, textureData->Data, textureData->Length, nullptr,&rsv); To use this texture resource data in HLSL, we need to sample the texture resource.

Don't worry if the code seems overwhelming. In the next section, we will guide you through writing your own framework in order to get a better understanding of it. Microsoft's slogan is "Windows 8 means apps". It means anyone can create their own app and publish them on the Internet! 1 programming: 1. Open the First Metro App project from the source code of Chapter 1. If you cannot find the Solution Explorer pane, press Ctrl + Alt + L or navigate to View | Solution Explorer to enable it. 2. In the Solution Explorer pane , enable Show All Files.

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