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    paperback. Condition: New. Ship out in 2 business day, And Fast shipping, Free Tracking number will be provided after the shipment.Paperback. Pub Date: November 2012 Pages: 734 in Publisher: People's Posts and Telecommunications Press Windows Game Programming Gurus (2nd Edition) is representative of the famous game programming guru Andr LaMothe. The book is divided into four parts. a total of 15 chapters and six appendices. Of motherhood. from the perspective of program design introduces all the knowledge required for game development in a Windows environment. including Win32 programming and DirectX all major components (including DirectDraw. DirectSound. DirectInput. and DirectMusic). Separate chapters. the book details taught 2D graphics and rasterization techniques. game algorithms. multithreaded programming. text games and parsing. artificial intelligence (including fuzzy logic. neural networks and genetic algorithms). physical modeling (full collision reaction. momentum transfer. and the pros and cons of the key technologies to the program development of kinematics) and real-time simulation game. Appendix section describes the contents of the book disc. how to install DirectX reviews the basics of math and trigonometry. C + + programming basics. game programming resources. as well as ASCII table. Windows Game Programming Gurus (2nd Edition) on the accompanying CD-ROM with all the program's source code in the book. Direct3D and General 3D articles and online books and numerous free material. Windows Game Programming Gurus (2nd Edition) for those who want to learn to read Windows Game Programming for professional game developers have some experience. but also has a high reference value. Contents: Windows Programming Fundamentals Chapter 1 Boundless Learning 1.1 1.2 Design Game 1.3 Genre historical glimpse 1.4 brainstorming 1.5 1.8 conventional game design document and storyboard constitute 1.6 to make the game interesting 1.7 games programming guide specification 1.9 the use of tools from preparation to completion - 1.10 1.11 an example of using the compiler: 2.1.1 earlier version of Chapter 2. Windows 2.1 Windows programming model origin FreakOut1.12 Summary Windows2.1.2 Windows 3.x2.1.3 Windows 952.1.4 Windows 982.1.5 Windows ME2.1.6 Windows XP2.1.7 Windows NT20002.1.8 Windows basic architecture: Win9XNT2.2 multi-tasking and multi-threading 2.2.1 2.2.2 event model 2.3 to get the thread according to the Microsoft style programming: Hungary symbolic notation 2.3.1 Variables named 2.3.2 function named 2.3.3 Type and constant naming naming 2.3.5 2.3.4 parameter naming the 2.4 world the most simple Windows program 2.4.1 always start from the WinMain () 2.4.2 program dissect reality 2.4.3 Select a message box 2.5 Windows 2.6 Windows class 2.7 applications registered Windows class 2.8 Creating a real-time event loop event handler window 2.9 2.10 main event loop 2.11 2.12 open multiple windows 2.13 Summary Chapter 3 Advanced Programming Windows 3.1 using the resources 3.1.1 integration of resources 3.1.2 3.1.3 3.1.4 to create a string table resources 3.1.5 Use the cursor resources using the icon resource. WAV sound resources 3.1.6 compiler creates RC file 3.2 use menu. create menu 3.2.1 3.2.2 loading menu the response the menu event messages 3.3 GDI (Graphics Device Interface) Introduction 3.3.1 regain 3.2.3 the WM_PAINT information 3.3.2 video display base and color (Video Display Basics and Color) 3.3. 3.3.4 The basic text of the 3 RGB palette mode display 3.4 deal with important events 3.4.1 Windows operating 3.4.2 handle keyboard events 3.4.3 handle mouse events 3.5 itself send message 3.6 Summary Chapter 4 Windows GDI. Controls and inspiration 4.1 the the Advanced GDI 4.1.1 opened the graphics device descriptor table hijab 4.1.2 colors. brushes and painting brush 4.1.3 to use brushes 4.1.4 brush 4.2 points. line. plane polygons and circles 4.2.1 draw point 4.2 .2 draw line segments 4.2.3 draw a rectangle round 4.2.5 timing above all 4.4.1 WM_TIMER mes.