3D Games Programming 1e

ISBN-13: 9781844808779 / ISBN-10: 1844808777

Using DirectX 10 and Open GL
Pierre Rautenbach, University of Pretoria
688pp
Published by Cengage Learning, ©2009
Available Now
£60.00

3D Game Programming focuses on all the elements making up a 3-D first-person shooter game engine using a bottom-up approach. By following the easy-to-read text, the reader will learn how to create his or her own next-generation 3-D game engine with support for vertex and pixel shading GPU techniques (via Cg and HLSL), dynamic lighting and shadowing (via stencil shadow volumes), geometric meshes, audio, artificial intelligence, physics, environmental reflections, refraction and advanced lighting techniques such as High Dynamic Range lighting.

Dealing with the cross-platform programming of 3-D Games for both Linux/MacOS X (via OpenGL/GLUT) and Windows (via DirectX 10 or OpenGL/GLUT) platforms, this book bridges an existent rift in the game development community. In addition to covering these APIs in-depth, the reader is also introduced to other game programming topics such as game development techniques and methodologies, particle systems, shader-based special effects, physics-based animation and artificial intelligence, making this the most comprehensive game programming guide around.

Features

  • In-depth coverage of the DirectX 10 API, shading languages (NVIDIA’s Cg and Microsoft’s High Level Shading Language).
  • Advanced special effects topics such as Stencil Shadow Volumes, Bump Mapping, Environmental Mapping, Reflection and Refraction, Chromatic Dispersion, High Dynamic Range lighting, etc.
  • Physics Modelling for the implementation of gravity, friction, trajectory paths, momentum, acceleration, force and object collisions
  • New DirectX 10 API elements such as XInput for input control using an Xbox 360 controller and XACT and XAudio2 for audio playback and control
  • Companion website featuring chapter on XNA and a primer on C++

1. Introduction to Game Development
2. OpenGL vs. DirectX as API
3. The Component Object Model and DirectX
4. Window Creation and Control
5. Input Control
6. Rendering: Direct3D and OpenGL
7. Viewing and Transformations
8. Color and Texture Mapping
9. Lighting
10. Alpha Blending and Fog
11. Shadows
12. Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms
13. Polygonal Meshes and Animation
14. Physics Modeling
15. Artificial Intelligence
16. Audio
17. Creating an Interactive 3D Environment
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The Author's writing syle is ...a pleasure to read. Dr Arjan Egges, Utrecht University, The Netherlands

The idea to sample and use two major technologies, and not just focusing on one is excellent. Dr Elmarie Biermann, Tshwane university of Technology, Pretoria, South Africa

Pierre Rautenbach