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Introduction to 3D Game Programming With DirectX 10 October 2008

Introduction to 3D Game Programming With DirectX 10 October 2008

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Published by: Vornicescu Ionut on Sep 29, 2011
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Introduction to 3D Game Programming with DirectX 10
Introduction to 3D Game Programming with DirectX 10byFrank D. Luna
Wordware Publishing
© 2008
Introduction to 3D Game Programming with DirectX 10
Frank D. Luna
Wordware Publishing, Inc.
Library of Congress Cataloging-in-Publication Data
Luna, Frank D.Introduction to 3D game programming with DirectX 10 / by Frank D. Luna.p. cm.Includes bibliographical references and index.ISBN-13: 978-1-59822-053-7 (pbk.)ISBN-10: 1-59822-053-5 (pbk.)1. Computer games—Programming. 2. DirectX. 3. Three-dimensional display systems. I.Title.QA76.76.C672L834 2008794.8’1536—dc22 2008025034 © 2008, Wordware Publishing, Inc.All Rights Reserved1100 Summit Avenue, Suite 102Plano, Texas 75074No part of this book may be reproduced in any form or by any means without permissionin writing from Wordware Publishing, Inc.ISBN-13: 9781598220537ISBN-10: 1-59822-053-510 9 8 7 6 5 4 3 2 10806DirectX is a registered trademark of Microsoft Corporation in the United States and other
countries. Other brand names and product names mentioned in this book are trademarksor service marks of their respective companies. Any omission or misuse (of any kind) ofservice marks or trademarks should not be regarded as intent to infringe on the propertyof others. The publisher recognizes and respects all marks used by companies,manufacturers, and developers as a means to distinguish their products.This book is sold as is, without warranty of any kind, either express or implied, respectingthe contents of this book and any disks or programs that may accompany it, including butnot limited to implied warranties for the book’s quality, performance, merchantability, orfitness for any particular purpose. Neither Wordware Publishing, Inc. nor its dealers ordistributors shall be liable to the purchaser or any other person or entity with respect toany liability, loss, or damage caused or alleged to have been caused directly or indirectlyby this book.All inquiries for volume purchases of this book should be addressed to WordwarePublishing, Inc., at the above address. Telephone inquiries may be made by calling:(972) 423-0090
To my parents, Frank and Kathryn
I would like to thank Rod Lopez, Jim Leiterman, Hanley Leung, Rick Falck, Tybon Wu,Tuomas Sandroos, and Eric Sandegren for putting in the time to review this book for bothaccuracy and improvements. I want to thank Tyler Drinkard for building some of the 3Dmodels and textures used in the demo programs of this book. I also want to thank DaleE. La Force, Adam Hault, Gary Simmons, James Lambers, and William Chin for theirassistance. Lastly, I want to thank the staff at Wordware Publishing, in particular, TimMcEvoy, Beth Kohler, Martha McCuller, and Denise McEvoy, and cover designer AlanMcCuller.
TeamUnknown Release
Introduction to 3D Game Programming with DirectX 10byFrank D. Luna
Wordware Publishing
© 2008
This book presents an introduction to programming interactive computer graphics, withan emphasis on game development, using Direct3D 10. It teaches the fundamentals ofDirect3D and shader programming, after which the reader will be prepared to go on andlearn more advanced techniques. The book is divided into three main parts.Part Iexplains the mathematical tools that will be used throughout this book.Part IIshows howto implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry,setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing,blending, and stenciling.Part IIIis largely about applying Direct3D to implement a varietyof interesting techniques and special effects, such as working with meshes, terrainrendering, picking, particle systems, environment mapping, normal mapping, shadows,and rendering to textures.For the beginner, this book is best read front to back. The chapters have been organizedso that the difficulty increases progressively with each chapter. In this way, there are nosudden jumps in complexity that leave the reader lost. In general, for a particular chapter,we will use the techniques and concepts previously developed. Therefore, it is importantthat you have mastered the material of a chapter before continuing. Experiencedprogrammers can pick the chapters of interest.Finally, you may be wondering what kinds of games you can create after reading thisbook. The answer to that question is best obtained by skimming through this book andseeing the types of applications that are developed. From that you should be able tovisualize the types of games that can be developed based on the techniques taught inthis book and some of your own ingenuity.
Intended Audience
This book was designed with the following three audiences in mind:

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