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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach,

Author(s): Frank Luna, Software Engineer
Details:
  • ISBN-13: 9781598220162
  • ISBN-10:1598220160
  • Paperback    630 pages      © 2006
Price: International Sales $60.95 US List
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Overview

Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects.

With this book: 

  • Understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations.
  • Discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library.
  • Learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL).
  • Explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping.
  • Find out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking.
  • Review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

ShowKey Features

Understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations.

Discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library.

Learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL).

Explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping.

Find out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking.

Review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

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ShowAbout the Author(s)

Frank Luna-Software Engineer

Frank D. Luna is currently working as a software engineer developing software that runs on medical devices. He has been programming interactive 3D graphics for more than nine years and has been using DirectX since its fifth iteration. He is the author of two previous books on DirectX with Wordware Publishing, and lives in San Diego.

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