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Learning Windows 8 game development / Michael Quandt.

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Format:
Book
Author/Creator:
Quandt, Michael.
Language:
English
Subjects (All):
Microsoft Windows (Computer file).
Video games--Programming.
Video games.
Physical Description:
1 online resource (244 p.)
Edition:
3rd ed.
Place of Publication:
Birmingham : Packt Publishing, 2013.
Language Note:
English
System Details:
Mode of access: World Wide Web.
Biography/History:
Quandt Michael: Michael Quandt has been working with games, from XNA to DirectX to Unity, as a hobbyist and professional for four years. He has spoken at local game development conferences and workshops while working with Microsoft Australia as a Technical Evangelist. Since then he has contributed to the translation of multiple major franchise games to the Windows Store platform, and continues to work with local developers and students to get them involved in game development and bringing their best to the Windows platform.
Summary:
A standard practical tutorial running people through Windows 8 RT with a specific focus on game development is the approach chosen here. This type of approach will more likely appeal to an audience that is in need of a structured guide that they can emulate and learn from, unlike the usual reference text available in the market.Learning Windows 8 Game Development is for any developer looking to branch out and make some games. It's assumed that you will have an understanding of C++ and programming. If you want to program a game, this book is for you, as it will provide a great overview of Direct3D and Windows 8 game development and will kick-start your journey into 3D development.
Contents:
Intro
Learning Windows 8 Game Development
Table of Contents
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
NuGet and DirectXTK
MSDN
Languages and other resources
WinRT
Components
Threading
C++ Component Extensions
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Getting Started with Direct3D
Setting up the stage
Applications and windows
Structuring each frame
Initializing the Direct3D API
Graphics device
Device context
Swap chain
Render target, depth stencil, and viewport
Down the graphics pipeline
Understanding the game loop
Updating the simulation
Drawing the world
Clearing the screen
Presenting the back buffer
Summary
2. Drawing 2D Sprites
Installing DirectXTK
What a sprite is
Textures
File formats
Loading
Co-ordinate systems
Drawing the sprites
Sorting modes
Finishing the batch
Vectors
Text rendering
TTF versus BMP
Building the font
Drawing the font
3. Adding the Input
Input devices
Pointers
Keyboard input
GamePad input
Multiple controllers
Buttons
Deadzones and thumbsticks
4. Adding the Play in the Gameplay
Structuring a game
Traditional object-oriented design
Components and entities
Putting it all together
Subsystems
Refining the input system
Trigger
Action
InputManager
Triggers
Renderer
Resource management
Culling
Implementation
Collision detection
Rectangle collision
Fighting for score.
Summary
5. Tilting the World
Orientation
Accelerometer
Shaking things up a bit
Spinning with gyros
Compass
Inclinometer
Orientation for games
Practice makes perfect
Other sensors
Light
Locking on with a GPS
Status
Position
Polling
6. Bragging Rights
Game state and progression
Sharing in Windows 8
WinRT components
Live tiles
7. Playing Games with Friends
A better menu system
Networking
Choosing between client/server and peer-to-peer models
The client/server model
The peer-to-peer model
Maybe a hybrid?
The first stage
Using the PeerFinder
Communicating the gameplay
TCP - StreamSocket
UDP - DatagramSocket
Reading and writing data
Side note - Async
The DataReader
The DataWriter
8. Getting into the Store
Getting into the store
Free accounts
Submitting your game
GDF Certificates
App packages
Capabilities
Adding a privacy policy
Declarations
Certification kit
Creating your app packages
Uploading and submitting
Certification tips
Privacy
Features
Legacy APIs
Debug
WACK
9. Monetization
Selling your games
Monetization models
The freemium model
The traditional model
The hybrid model
The trial mode
In-app purchases
The consumables
Testing with the simulator
A. Adding the Third Dimension
Vertices and triangles
Indices
Cameras
DirectXMath
Buffers
Building the vertex and index buffers
Setting the buffers
Using the buffers
Constant buffers
Updating the buffers
Mapping the buffer
The UpdateSubresource() method
Shaders
Vertex shaders
Pixel shaders
Compiling and loading
Input layouts
Drawing the model
Setting the buffers and drawing
Index.
Notes:
Includes index.
Includes bibliographical references and index.
Description based on online resource; title from PDF title page (ebrary, viewed December 2, 2013).
ISBN:
9781849697453
1849697450
OCLC:
868297809

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