DirectX 11.1 Game Programming by Pooya Eimandar

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By Pooya Eimandar

A step by step consultant to making 3D functions and interactive video games in home windows 8

Overview

• examine new beneficial properties in Direct3D 11.1
• become aware of the right way to advance a multithreaded pipeline online game engine
• comprehend shader version five and find out how to create an editor for the game

In Detail

DirectX is designed to create eye-popping three-D visuals and immersive sound results present in lots of today's workstation video games. DirectX 11.1 contains various advancements from its prior model. It's designed to be extra effective, leverage the ability of today's multi-core processors, and supply aid for stylish shading and texturing concepts resembling tessellation.

DirectX 11.1 video game Programming brings exceptional strength and adaptability to programmers who are looking to excel in graphical courses. DirectX 11.1 online game Programming is an creation to making interactive special effects and video games, utilizing Direct3D 11.1. you'd be guided during the new beneficial properties of Direct3D besides XAML to construct an extensible multithreaded framework for growing 3D purposes and video games at the home windows eight metro variety platform.

DirectX 11.1 online game Programming explores the innovations to establish a 3D multithreaded framework for metro kind images courses. you'd be guided during the technique of extending your framework to make use of the benefits of Direct3D 11.1.

We could then discover visible Studio version editor for loading and modifying your resources and methods to render them with the Direct3D pipeline. we'll additionally discover the assisting inputs corresponding to keyboards, guidelines, Xbox controllers, and the way to render the full 3D scene utilizing digicam, sound, billboard, tessellation, put up processors, and parallel libraries, in addition to aiding XAML. you are going to additionally research the several strategies of debugging this system and will be good outfitted with every thing you want to commence programming 3D functions and video games with DirectX 11.1 on home windows eight platforms.

What you'll study from this book

• Loading and rendering mesh utilizing the output layout of visible Studio version Editor.
• Draw geometry with texture and compiled shaders
• Load and render meshes utilizing the output layout of the visible Studio version editor
• imposing asynchronous source loading
• exhibiting functionality data
• upload collision detection, sound, bump mapping, specular mapping, and a billboard approach to the framework
• Use tessellation for making improvements to fabric surfaces
• Compose XAML and Direct3D
• upload put up processing and parallel collision detection utilizing C++Amp

Approach

Written in step by step instructional layout, we are going to discover the construction of 3D purposes and video games throughout the improvement of a home windows eight metro kind game.

Who this booklet is written for

DirectX 11.1 video game Programming is written for builders with wisdom of C++ essentails and 3D arithmetic who would wish to create metro sort video games at the home windows eight platform.

DirectX 11.1 video game Programming explores Direct3D 11.1 and Microsoft C++ part extensions in addition to introducing C++ speeded up vast parallelism.

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Additional info for DirectX 11.1 Game Programming

Sample text

The resources can be used from multiple threads. In order to prevent resource access conflicts, the ID2D1Multithread interface plays the role of the locking mechanism from a Direct2D factory. The ID2D1Multithread::Enter method enters the critical section and the ID2D1Multithread::Leave method leaves this critical section (if the section exists). In the Render method of SimpleScene. cpp, we used two threads for rendering asynchronously: the first one draws the primitives with Direct3D and shows some text on the screen with Direct2D; the other one draws images on the screen with Direct2D.

D2dContext); 3. If you would like to use a font loader and cached font data with Direct2D, we will have to create an interface to the DirectWrite factory object using the DWriteCreateFactory function. aspx). 4. If you prefer to show the images with Direct2D, you should encode this image to the IWICBitmapEncoder object. cpp; we decode our image file with IWICImagingFactory:: CreateDecoderFromFilename and then create an interface to the format converter, IWICFormatConverter, and convert the bitmap to the Windows Imaging Component (WIC) object by calling the Initialize method of this converter.

Line List: This topology interprets that every two vertices make a line. The produced lines might be disconnected from each other. • Line Strip: This topology represents the connected list of lines. The produced lines are connected to each other. • Triangle List: With this topology, every three vertices draw a unique triangle; please note that the individual triangles are disconnected from each other. • Triangle Strip: This topology behaves like the triangle list, assuming that the triangles are connected to each other.

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