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There exists a gap in the game programming market where beginning programmers are finding themselves without an introductory guide. Existing books focus on the 3D component of DirectX only, leaving readers without a complete understanding of DirectX. In order to fully understand DirectX and the game programming process, readers need examples that build on previous chapters to guide them through to the completion of a playable game. "Beginning DirectX 9" does just that. Readers should have basic understanding of 3D math and C++. With this rudimentary experience, "Beginning DirextX 9" enables readers to create a playable game using easy-to-understand examples.
Introduction Part 1: Getting Down to the Basics 1. The What, Why, and How of DirectX 2. Your First DirectX Program 3. Surfaces, Sprites, and Salmon Part 2: It's a 3D World After All 4. 3D Primer 5. Matrices, Transforms, and Rotations 6. Vertex Colors, Texture Mapping, and 3D Lighting 7. Meshes 8. Point Sprites, Particles, and Pyrotechnics Part 3: Additional Needs 9: Using DirectInput 10. DirectSound 11. The Final Project Appendix A: Answers to End-of-Chapter Exercises Appendix B: Using the CD-ROM