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Book Description

Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright
  4. Dedication
  5. Contents
  6. Acknowledgments
  7. Introduction
  8. Part I — Mathematical Prerequisites
    1. Chapter 1 Vector Algebra
    2. Chapter 2 Matrix Algebra
    3. Chapter 3 Transformations
  9. Part II — Direct3D Foundations
    1. Chapter 4 Direct3D Initialization
    2. Chapter 5 The Rendering Pipeline
    3. Chapter 6 Lighting
    4. Chapter 7 Texturing
    5. Chapter 8 Blending
    6. Chapter 9 Stenciling
    7. Chapter 10 The Geometry Shader
  10. Part III — Direct3D Topics
    1. Chapter 11 Cube Mapping
    2. Chapter 12 Normal Mapping
    3. Chapter 13 Shadow Mapping
    4. Chapter 14 Meshes
    5. Chapter 15 Picking
    6. Chapter 16 Terrain Rendering
    7. Chapter 17 Particle Systems and Stream Output
  11. Appendices
    1. Appendix A Introduction to Windows Programming
    2. Appendix B High-Level Shading Language Reference
    3. Appendix C Some Analytic Geometry
  12. Bibliography and Further Reading
  13. Index
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