Edition DescriptionNew Edition
Table Of Content1 .Nettrix: GDI+ and Collision Detection.- 2 .Netterpillars: Artificial Intelligence and Sprites.- 3 Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+.- 4 Space Donuts: Sprites Revisited.- 5 Spacewar!.- 6 Spacewar3D: Meshes and Buffers and Textures, Oh My!.- 7 Adding Visual Effects to Spacewar3D.- Epilogue Taking Your Next Steps.- Bonus Chapter Porting .Nettrix to Pocket PC.- Appendix A Suggested Reading.- Appendix B Motivations in Games.- Appendix C How Do I Make Games?.- Appendix D Guidelines for Developing Successful Games.
SynopsisBACK A FEW YEARS AGO I HAD AN IDEA. What if I could make the power of the DirectX API available to the developers who were going to be using the new set of languages and common language runtime that Microsoft was developing? The idea was intriguing, and opening up a larger portion of the world to DirectX was a goal I was only happy to endorse. · Besides, what developer doesn't want to write games? It seems that at least once a week I am answering questions directly regard ing the performance of managed code, and Managed DirectX in particular. One of the more common questions I hear is some paraphrase of "Is it as fast as unmanaged code?" Obviously in a general sense it isn't. Regardless of the quality of the Managed DirectXAPI, the fact remains that it still has to run through the same DirectXAPI that the unmanaged code does. There is naturally going to be a slight overhead for this, but does it have a large negative impact on the majority of applications? Of course it doesn't. No one is suggesting that one of the top-of-the-line polygon pushing games coming out today (say, Half Life 2 or Doom 3) should be written in Managed DirectX. , but that doesn't mean that there isn't a whole slew of games that could be. I'll get more to that in just a few moments., This highly-anticipated title provides a clear introduction to game programming for VB .NET programmers! Microsoft insiders have written an easy-to-read guide, so you can start programming games quickly. This book even includes an introduction to Managed DirectX9, and other advanced .NET features, like animation and sounds. Code examples are actually complete games, and include .Nettrix , .Netterpillars, River Pla.NET, Magic KindergarteN., D-iNfEcT, Nettrix II (for the Pocket PC), and a version of the classic game, Spacewars., This book, Beginning .NET Game Programming in VB .NET, presents the work of David Weller (.NET Game evangelist at Microsoft) and a group of key Microsoft insiders who decided to write the ideal introduction to game programming for VB .NET programmers. Weller has switched his previous book to VB .NET and added a bonus chapter. The book has ......, BACK A FEW YEARS AGO I HAD AN IDEA. What if I could make the power of the DirectX API available to the developers who were going to be using the new set of languages and common language runtime that Microsoft was developing? The idea was intriguing, and opening up a larger portion of the world to DirectX was a goal I was only happy to endorse. - Besides, what developer doesn't want to write games? It seems that at least once a week I am answering questions directly regard- ing the performance of managed code, and Managed DirectX in particular. One of the more common questions I hear is some paraphrase of "Is it as fast as unmanaged code?" Obviously in a general sense it isn't. Regardless of the quality of the Managed DirectXAPI, the fact remains that it still has to run through the same DirectXAPI that the unmanaged code does. There is naturally going to be a slight overhead for this, but does it have a large negative impact on the majority of applications? Of course it doesn't. No one is suggesting that one of the top-of-the-line polygon pushing games coming out today (say, Half Life 2 or Doom 3) should be written in Managed DirectX., but that doesn't mean that there isn't a whole slew of games that could be. I'll get more to that in just a few moments., This book, Beginning .NET Game Programming in VB .NET, presents the work of David Weller (.NET Game evangelist at Microsoft) and a group of key Microsoft insiders who decided to write the ideal introduction to game programming for VB .NET programmers. Weller has switched his previous book to VB .NET and added a bonus chapter. The book has passed all internal Microsoft tests as to programming style. This thoroughly revised and improved version (including a bonus chapter) is the ideal way to get into .NET game programming using the VB .NET language.
LC Classification NumberQA76.76.C672