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 Isometric Game Programming with DirectX 7.0
  

  Isometric Game Programming with DirectX 7.0 by Pazera, Ernest

  • Published by: PRIMA PUBLISHING
  • Author: Pazera, Ernest
  • Page Count: 712
  • Group: GAMES PROGRAMMING
  • ISBN: 0761530894 / 9780761530893
  • Published: Apr 2001

Our Price: 34.50
Discount: 25%
RRP: 46.00 

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Book Information and Description:

Isometric Game Programming with DirectX 7.0
Isometric Game Programming with DirectX takes you from zero to DirectX, literally! Beginning with game programming basics you will explore such topics as WIN32 programming basics, GDI fundamentals, fonts, regions and bitmaps, DirectDraw, and Game Logic. You'll then move on to Isometric fundamentals and methodology as well as advanced topics such as Random World Generation and Direct3D. This book is a comprehensive Isometric game programming guide ideal for any serious game developer!

What's on the CD:
DirectX 8 Software Development Kit
Source code and art from the book
Additional art and source code from selected articles
Jasc Paint Shop Pro

Contents:

Introduction

Part I: The Basics
 Chapter 1: Introduction to WIN32 Programming
 Chapter 2: The World of GDI and Windows Graphics
 Chapter 3: Fonts, Bitmaps, and Regions
 Chapter 4: DirectX at a Glance
 Chapter 5: Using DirectDraw
 Chapter 6: Surfaces
 Chapter 7: IDirectDrawClipper Objects and Windowed DirectDraw
 Chapter 8: DirectSound
 Chapter 9: Game Design Theory

Part II: Isometric Fundamentals
 Chapter 10: Tile-Based Fundamentals
 Chapter 11: Isometric/Hexagonal Tile Overview
 Chapter 12: Slide Isometric Tilemaps
 Chapter 13: Staggered Tilemaps
 Chapter 14: Diamond Maps
 Chapter 15: The IsoHexCore Engine

Part III: Isometric Methodology
 Chapter 16: Layered Maps and Optimized Rendering
 Chapter 17: Further Rendering Optimizations
 Chapter 18: Object Placement and Movement
 Chapter 19: Object Selection
 Chapter 20: Isometric Art
 Chapter 21: Fringes and Interconnecting Structures

Part IV: Advanced Topics
 Chapter 22: World Generation
 Chapter 23: Pathfinding and AI
 Chapter 24: Introduction to Direct3D
 Chapter 25: The Much-Anticipated ISO3D
 Chapter 26: The Road Ahead

Part V: Appendices
 Appendix A: Loading Sample Projects Into the IDE
 Appendix B: Hexagonal Tile-Based Games
 Appendix C: IsoHex Resources

 

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