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Learning Windows 8 game development / Michael Quandt.
- 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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