Beginning DirectX 11 Game Programming by Allen Sherrod, Wendy Jones

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By Allen Sherrod, Wendy Jones

Notice the newest and hottest know-how for growing next-generation 3D video games: DIRECTX eleven! starting DIRECTX eleven video game PROGRAMMING is an introductory advisor to studying the fundamentals of DirectX eleven that would aid get you began at the route to 3D game programming and improvement. Written particularly for the newbie programmer, this publication makes use of step by step directions to educate the fundamentals of DirectX eleven and introduces abilities that may be utilized to making video games for desktops and online game console systems reminiscent of the Xbox 360. up-to-date for the entire most up-to-date DirectX eleven know-how, this e-book contains insurance of greater specialist coding practices, an outline of the newest DirectX elements and instruments, sprites, textual content and font rendering, 3D personality rendering, cameras, audio, shaders and results, and lots more and plenty extra. by the point you achieve the tip of this publication, you've gotten had adequate event with DirectX eleven so you might be capable to discover making basic games and demos. From there, you could development towards making extra complicated video games and demos until eventually you end up in a position to entire and liberate your individual workstation or console video games.

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Additional info for Beginning DirectX 11 Game Programming

Sample text

The purpose of the Texture Converter is to convert an image from one format to another. The file formats that can be seen include: n BMP n JPEG n DDS n TGA n PNG n DIB n HDR n PMF The Texture Converter works by right-clicking on an image (or multiple images) in the Windows Explorer and selecting Convert to File Format from the dropdown list. Once the dialog box appears, set the properties of the image you are converting by setting its output size, format, and output filename, to name a few. You could also use the texture conversion command-line tool called TexConv.

The current instance handle and command show parameters are the only ones we’ll use throughout this book. The instance handle is needed by Direct3D’s initialization, as well as window creation, and the command show ID is used after the window’s creation when it is time to show the window, which we’ll see throughout this chapter. Windows Initialization Although the application will run, it will not display anything since there is no actual window created. So the next step is to create the Win32 window.

If all fail, we can’t initialize Direct3D. The D3D11CreateDeviceAndSwapChain function also takes our feature levels, so if at least one of those feature levels exists, and if our device type exists, then this function will succeed.

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