Beginning Game Programming by Jonathan S. Harbour

By Jonathan S. Harbour

This booklet offers an creation to the full box of video game programming. As readers paintings in the course of the ebook, they're going to produce operating video games: one in second and one in 3D--offering a very good advent to DirectX programming. starting with an advent to easy home windows programming, this booklet quick advances to the fundamentals of DirectX programming, relocating up from surfaces to textures after which to 3D types. This booklet bargains insurance of the introductory ideas of online game programming, paving the best way for extra complex books at the topic. Readers will advance a operating wisdom of the terminology and fundamentals of video game programming that may allow them to development to extra complex online game programming themes.

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Is a great setup for a game programmer or any developer for that matter. For one thing, SMP (symmetric multiprocessing) processors usually have more internal cache memory because they are designed for servers. Another point is that, regardless of the raw benchmarks that may or may not shed a good light on such systems, we are talking about multi-tasking here, so the more processing power the better! While you may have had to turn off most applications while doing game development in the past, with these modern multi-core systems, you can leave other apps running in the background while working on a game and you will not notice any drag on the system.

4 What DirectX does to simplify the hardware interface is countered by an extremely large and complex set of features. 4). Of course, it is better to have DirectX (on the right side of the teeter-totter) because you don’t have to use or even look into all the advanced features if you don’t need them for your game. That’s the good news, really; if you want the power, it’s available, but you can learn the basics and start seeing progress with simple games very quickly. An Overview of Windows Programming If you are new to Windows programming, then you’re in for a treat, because Windows is a fun operating system to use for writing games.

The Windows API Reference states that the 35 36 Chapter 2 n Windows Programming Basics function is used to translate virtual-key messages into character messages, and then sent back through the Windows messaging system with DispatchMessage. These two functions will jointly set up the messages that you will expect to receive in WinProc (the window callback function) for your game window, such as WM_CREATE to create a window and WM_PAINT to draw the window. I will cover WinProc later in this chapter.

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