附註:Accompanying CD-ROM includes Microsoft DirectX 9 SDK; source code from the book; sample chapters from other books in the Game development series.
"Thomson Course Technology PTR"--Title page verso.
Includes index.
""Contents""; ""Introduction""; ""PART I: INTRODUCTION TO THE TOPICS""; ""Chapter 1 3D Engines and Game Programming""; ""Buzzword Engine""; ""A Kind of Magic""; ""The Development Process of a Video Game""; ""Direct3D versus OpenGL Wars""; ""Why Do It the Hard Way If There Is an Easy Way?""; ""Get Ready to Rock""; ""Chapter 2 Designing the Engine""; ""Requirements for the Engine""; ""API Independence through Interface Definitions""; ""The Structure of the Engine""; ""Components of the Engine""; ""One Look Back, Two Steps Forward""; ""Chapter 3 Engineering the Engine""
""What Is an Interface?""""Defining the Interface""; ""Workspace for the Implementations""; ""Implementing the Static Library""; ""Implementing the DLL""; ""Testing the Implementation""; ""One Look Back, Two Steps Forward""; ""Chapter 4 Fast 3D Calculus""; ""Fast, Faster, the Fastest""; ""Working with Vectors""; ""Working with Matrices""; ""Working with Rays""; ""Working with Planes""; ""Working with AABBs and OBBs""; ""Working with Polygons""; ""Working with Quaternions""; ""One Look Back, Two Steps Forward""; ""PART II: RENDERING GRAPHICS""
""Chapter 5 Materials, Textures, and Transparency""""Middle Management""; ""A Class for Skins""; ""Adding Skins and Textures""; ""Adding Textures""; ""Adjusting the Transparency of Textures""; ""One Look Back, Two Steps Forward""; ""Chapter 6 The Render Device of the Engine""; ""Project Settings""; ""View and Projection""; ""Vertex Structures""; ""Shader Support""; ""Activating Render States""; ""Rendering Primitives Efficiently""; ""Rendering Text, Points, and Lines""; ""Rendering Point Lists""; ""Presenting a Scene""; ""Demo Application Using the DLL""; ""One Look Back, Two Steps Forward""
""Chapter 7 3D Pipelines and Shaders""""Shader Basics""; ""Shader Techniques and Samples""; ""One Look Back, Two Steps Forward""; ""Chapter 8 Loading and Animating 3D Models""; ""Triumphant Advance of Skeletal Animation""; ""The CBF File Format""; ""Processing the Data in the Memory""; ""Using the Animated Model""; ""One Look Back, Two Steps Forward""; ""PART III: SUPPORT MODULES FOR THE ENGINE""; ""Chapter 9 The Input Interface of the Engine""; ""Good Old Interface Design""; ""Interface Definition for an Input Class""; ""Base Class for Input Devices""; ""Getting Down to the Keys""
""The Pied Piper of Redmond""""No Joy without a Joystick""; ""Implementing the Interface""; ""Demo Application""; ""One Look Back, Two Steps Forward""; ""Chapter 10 The Audio Interface of the Engine""; ""Quick and Painlessly""; ""Implementing the Interface""; ""Demo Application""; ""One Look Back, Two Steps Forward""; ""Chapter 11 The Network Interface of the Engine""; ""Network Games""; ""Network Architecture""; ""Network Technology""; ""Implementing a Network Library""; ""Demo Application""; ""One Look Back, Two Steps Forward""; ""Chapter 12 Timing and Movement in the Engine""