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دسته بندی: برنامه نویسی: بازی ها ویرایش: نویسندگان: Peter Walsh سری: ISBN (شابک) : 1598220543, 9781598220544 ناشر: Wordware Publishing سال نشر: 2008 تعداد صفحات: 552 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 4 مگابایت
در صورت تبدیل فایل کتاب Advanced 3D Game Programming with DirectX 10.0 به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب برنامه نویسی بازی های سه بعدی پیشرفته با DirectX 10.0 نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
برنامه نویسی پیشرفته بازی های سه بعدی با Directx 10.0 راهنمایی برای توسعه بازی های پیشرفته با استفاده از Directx 10.0 ارائه می دهد. با شروع با مبانی ریاضیات سه بعدی و اجزای Directx، برنامه نویسان تازه وارد به گرافیک و برنامه نویسی بازی، نحوه پیاده سازی شبکه، تشخیص برخورد و چند رشته ای را یاد خواهند گرفت. کد منبع کامل برای مثالها و برای بازی اول شخص سهبعدی شبکهای مشتری/سرور ارائه شده است که بسیاری از تکنیکهای بحثشده در کتاب را با هم جمع میکند. نحوه دریافت ورودی از کاربر از طریق صفحه کلید و ماوس را بیاموزید. شبیه سازی هوش با استفاده از الگوریتم های فرمان و موتورهای انگیزشی. رندر با استفاده از سایه زن HLSL. از تکنیک های پیشرفته سه بعدی مانند سینماتیک رو به جلو و معکوس، سطوح فرعی، و نورپردازی رادیوسیتی استفاده کنید. صحنه ها را از طریق رندر پورتال مدیریت کنید.
Advanced 3D Game Programming With Directx 10.0 Provides A Guide To Developing Cutting-Edge Games Using Directx 10.0. Beginning With The Foundations Of 3D Math And The Components Of Directx, Programmers New To Graphics And Game Programming Will Learn How To Implement Networking, Collision Detection, And Multithreading. Full Source Code Is Provided For The Examples And For The Client/Server Networked 3D First-Person Game That Brings Together Many Of The Techniques Discussed In The Book. Learn How To Acquire Input From The User Through The Keyboard And Mouse; Simulate Intelligence Using Steering Algorithms And Motivation Engines; Render Using HLSL Shaders; Use Advanced 3D Techniques Such As Forward And Inverse Kinematics, Subdivision Surfaces, And Radiosity Lighting; Manage Scenes Via Portal Rendering.
Contents Acknowledgments Introduction Chapter 1 Windows A Word about Windows Notation Hungarian General Windows Concepts Message Handling in Windows Processing Messages World—Windows Style Hello Explaining the Code Registering the Application Initializing the Window WndProc—The Message Pump Window Geometry Manipulating Important Window Messages Class Encapsulation The Component Object Model COM: Conclusion Chapter 2 Getting Started with DirectX 10 What Is DirectX? Installation Setting Up VC++ What Happened to DirectDraw? Direct3D 2D Graphics 101 Textures Complex Textures Describing Textures The ID3D10Texture2D Interface Texture Operations Modifying the Contents of Textures Creating Textures Implementing Direct3D with cGraphicsLayer Creating the Graphics Layer Initializing Direct3D Step 1: Creating a Device and Swap Chain Step 2: Creating a Render Target View Step 3: Putting It All Together Shutting Down Direct3D Application: Direct3D Sample Sample Conclusion Chapter 3 Input and Sound DirectInput Devices Receiving Device States Cooperative Levels Application Focus and Devices The DirectInput Object Implementing DirectInput with cInputLayer Additions to cApplication Sound The Essentials of Sound DirectSound Concepts DirectSound Buffers Operations on Sound Buffers WAV Files Loading Implementing DirectSound with cSoundLayer Creating the DirectSound Object Setting the Cooperative Level Grabbing the Primary Buffer The cSound Class Additions to cApplication Application: DirectSound Sample Conclusion Chapter 4 3D Math Foundations Points The point3 Structure Basic point3 Functions Assign Mag and MagSquared Normalize Dist point3 Operators Addition/Subtraction Vector-Scalar Multiplication/Division Vector Equality Dot Product Cross Product Polygons Triangles Strips and Fans Planes Defining Locality with Relation to a Plane Back-face Culling Clipping Lines Clipping Polygons Object Representations Transformations Matrices The matrix4 Structure Translation Basic Rotations Axis-Angle Rotation The LookAt Matrix Perspective Projection Matrix Inverse of a Matrix Collision Detection with Bounding Spheres Lighting Representing Color Lighting Models Specular Reflection Light Types Parallel Lights (or Directional Lights) Point Lights Spotlights Shading Models Lambert Gouraud Phong BSP Trees BSP Tree Theory BSP Tree Construction BSP Tree Algorithms Sorted Polygon Ordering Testing Locality of a Point Testing Line Segments BSP Tree Code Wrapping It Up Chapter 5 Artificial Intelligence Starting Point Locomotion Steering—Basic Algorithms Chasing Evading Pattern-based AI Steering—Algorithms Advanced Potential Functions The Good The Bad Application: potentialFunc Path Following Groundwork Graph Theory Using Graphs to Find Shortest Paths Application: Path Planner Motivation Nondeterministic Finite Automata (NFAs) Genetic Algorithms Rule-Based AI Neural Networks A Basic Neuron Simple Neural Networks Training Neural Networks Using Neural Networks in Games Application: NeuralNet the System Extending Chapter 6 Multiplayer Internet Networking with UDP Terminology Endianness Network Models Protocols Packets 1: MTUDP Implementation Design Considerations Things to Watch Out For Mutexes Threads, Monitor, and the Problem of the try/throw/catch Construction MTUDP: The Early Years MTUDP::Startup() and MTUDP::Cleanup() MTUDP::MTUDP() and MTUDP::~MTUDP() MTUDP::StartListening() MTUDP::StartSending() MTUDP::ThreadProc() MTUDP::ProcessIncomingData() MTUDP::GetReliableData() Reliable Communications cDataPacket cQueueIn cHost MTUDP::ReliableSendTo() cUnreliableQueueIn cHost::AddACKMessage()/cHost::ProcessIncomingACKs() cNetClock Implementation 2: Smooth Network Play Geographic and Temporal Independence Timing Is Everything Pick and Choose Prediction and Extrapolation Conclusion Chapter 7 Direct3D Fundamentals Introduction to D3D Getting Started with Direct3D Step 1: Creating the ID3D10Device and Swap Chain Step 2: Creating a Depth/Stencil Buffer Bringing It All Together Step 3: Creating a Viewport Step 4: Creating a Default Shader Introduction to Shaders Your First HLSL Shader The Vertex Shader The Pixel Shader The Technique Setting Up the Shader in Code More about Depth Buffers Stencil Buffers Vertex Buffers with Shaders Lighting D3D View Application: The .o3d Format The cModel Class Chapter 8 Advanced 3D Techniques Animation Using Hierarchical Objects Forward Kinematics Inverse Kinematics Application: InvKim Parametric Curves and Surfaces Bezier Curves and Surfaces Bezier Concepts The Math Finding the Basis Matrix Calculating Bezier Curves Forward Differencing The cFwdDiffIterator Class Drawing Curves Drawing Surfaces Application: Teapot B-Spline Curves Application: BSpline Subdivision Surfaces Subdivision Essentials Triangles vs. Quads Interpolating vs. Approximating Uniform vs. Non-Uniform Stationary vs. Non-Stationary Modified Butterfly Method Subdivision Scheme Application: SubDiv Progressive Meshes Progressive Mesh Basics Choosing Our Edges An Edge Selection Algorithm Quadric Error Metrics Implementing a Progressive Mesh Renderer Radiosity Radiosity Foundations Progressive Radiosity The Form Factor Application: Radiosity Conclusion Chapter 9 Advanced Direct3D Alpha Blending The Alpha Blending Equation A Note on Depth Ordering Enabling Alpha Blending Using Alpha Blending from C++ Using Alpha Blending from Shaders Mapping 101 Texture Fundamentals Affine vs. Perspective Mapping Texture Addressing Wrap Mirror and Mirror Once Clamp Border Color Texture Wrapping Texture Aliasing MIP Maps Filtering Point Sampling Anisotropic Filtering Textures in Direct3D Texture Loading DDS Format The cTexture Class Activating Textures Creating a Shader View Adding Textures to the Shader Sending the Texture to the Shader Texture Sampling Texture Mapping 202 Texture Arrays Effects Using Multiple Textures Light Maps (a.k.a. Dark Maps) Environment Maps Spherical Environment Maps Cubic Environment Maps Specular Maps Detail Maps Application: Detail Glow Maps Gloss Maps Other Effects Application: MultiTex Using the Stencil Buffer Overdraw Counter Dissolves and Wipes Conclusion Chapter 10 Scene Management The Scene Management Problem and Solutions Quadtrees/Octrees Portal Rendering Portal Rendering Concepts Exact Portal Rendering Approximative Portal Rendering Portal Effects Mirrors Translocators and Non-Euclidean Movement Portal Generation Precalculated Portal Rendering (with PVS) Advantages/Disadvantages Implementation Details Application: Mobots Attack! Interobject Communication Network Communication Code Structure Closing Thoughts AppendixAn STL Primer Index