By Peter Walsh
Microsoft’s DirectX is a robust set of program programming interfaces used for multimedia software improvement. the most recent model bargains elevated functionality, higher usability, and extra strength to create the following new release of interactive leisure items that rival something obvious some time past. This revision of the best-selling complex 3D video game Programming utilizing DirectX 7.0 makes a speciality of the hot gains of DirectX 8.0, offering lots of code to assist readers know how to create desktop video games utilizing this complex multimedia program improvement platform.
Among the themes mentioned are: * lighting fixtures and shading schemes * Networking and multithreading * Texture mapping * Scene administration
Along with numerous pattern purposes that concentrate on particular algorithms, complete resource code is equipped for a client-server networked three-D first-person online game that demonstrates a few of the options mentioned within the publication. this provides readers the chance to advance their very own code simply, basing it upon the know-how mentioned within the book.
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Additional resources for Advanced 3-D Game Programming with DirectX 8.0
The object can be improved without needing to be recompiled. If you decide to add support for a CD player in your car, all a piece of code needs to do is run QueryInterface for an iCarCDPlayer interface. Getting COM to work like this forces two restrictions on the design of a system. First up, all interfaces are public. If you poke through the DirectX headers, you’ll find the definitions for all of the DirectX interfaces. Any COM program can use any COM object, as long as it has the interface definition and the IDs for the COM interfaces.
The only real decision you need to make is choosing between the retail and debug builds. The retail builds are stripped of lots of sanity checks and are also compiled to run faster. If you just plan on running other DirectX applications and not writing your own, the retail builds will be fine. The debug builds are designed to help out coders while they’re getting their DirectX applications up and running. For example, when you try to do something using DirectX and it fails, chances are the debug builds will print something to the debug window as to why it failed (which is often something easily fixed, like “dwSize parameter not set”).
ISBN: 157231995X. Rogerson, Dale. Inside COM (Programming Series). Redmond: Microsoft Press, 1997. ISBN: 1572313498. For Further Reading Petzold, Charles. Programming Windows, The Definitive Guide to the Win32 API. Redmond: Microsoft Press, 1998. ISBN: 157231995X. Programming Windows is an indispensable resource to any Windows programmer. For information about the workings of the Win32 API, like dialogs, menus, and resources, look no further than this book. This is practically a required text. Blasczak, Mike.