Coverart for item
The Resource DirectX 11.1 game programming, Pooya Eimandar

DirectX 11.1 game programming, Pooya Eimandar

Label
DirectX 11.1 game programming
Title
DirectX 11.1 game programming
Statement of responsibility
Pooya Eimandar
Creator
Subject
Language
eng
Summary
Annotation
http://library.link/vocab/creatorName
Eimandar, Pooya
Dewey number
794.81536
Illustrations
illustrations
Index
index present
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/subjectName
Computer games
Summary expansion
DirectX is designed to create eye-popping 3-D visuals and immersive sound effects found in many of today's PC games. DirectX 11.1 includes numerous improvements from its previous version. It's designed to be more efficient, leverage the power of today's multi-core processors, and provide support for sophisticated shading and texturing techniques such as tessellation. DirectX 11.1 Game Programming brings unprecedented power and flexibility to programmers who want to excel in graphical programs. DirectX 11.1 Game Programming is an introduction to creating interactive computer graphics and games, using Direct3D 11.1. You would be guided through the new features of Direct3D along with XAML to build an extensible multithreaded framework for creating 3D applications and games on the Windows 8 metro style platform. DirectX 11.1 Game Programming explores the techniques to set up a 3D multithreaded framework for metro style graphics programs. You would be guided through the process of extending your framework to utilize the advantages of Direct3D 11.1. We would then explore Visual Studio Model editor for loading and editing your assets and learn how to render them with the Direct3D pipeline. We will also explore the supporting inputs such as keyboards, pointers, Xbox controllers, and how to render the complete 3D scene using camera, sound, billboard, tessellation, post processors, and parallel libraries, along with supporting XAML. You would also learn the different techniques of debugging the program and would be well equipped with everything you need to start programming 3D applications and games with DirectX 11.1 on Windows 8 platforms
Label
DirectX 11.1 game programming, Pooya Eimandar
Instantiates
Publication
Copyright
Note
Includes index
Color
multicolored
Contents
  • Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class?
  • InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading
  • Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique
  • The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index
Control code
ocn861526619
Dimensions
unknown
Extent
1 online resource (146 pages)
Form of item
online
Isbn
9781849694810
Note
eBooks on EBSCOhost
Other physical details
illustrations
Specific material designation
remote
System control number
(OCoLC)861526619
Label
DirectX 11.1 game programming, Pooya Eimandar
Publication
Copyright
Note
Includes index
Color
multicolored
Contents
  • Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class?
  • InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading
  • Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique
  • The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index
Control code
ocn861526619
Dimensions
unknown
Extent
1 online resource (146 pages)
Form of item
online
Isbn
9781849694810
Note
eBooks on EBSCOhost
Other physical details
illustrations
Specific material designation
remote
System control number
(OCoLC)861526619

Library Locations

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      Albany, Auckland, 0632, NZ
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