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Inside Direct3D
     

Inside Direct3D

by Peter J Kovach, Jeffrey Richter
 

As Windows"R" becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D"R" provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX"R," which

Overview

As Windows"R" becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D"R" provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX"R," which included coverage of Direct3D Retain Mode. Here he writes exclusively about Direct3D Immediate Mode. This title is a long-awaited, well-paced walk through the Direct3D APIs, with emphasis on a few large code samples. It includes the Direct3D 6.0 SDK. It's ideal for games programmers who need to learn about this technology, and also for non-game programmers who went to add real-time 3D effects and navigation to a Windows application UI.

Editorial Reviews

The Barnes & Noble Review
If you're a Windows game developer interested in 3D, here are two reasons you'll find Inside Direct3D especially valuable: First, it demonstrates how to create a complete game, not just tiny fragments — integrating Direct3D with the rest of DirectX to build a complete (and quite cool) game. Second, it focusing on the Direct3D Immediate Mode API — which is far more challenging, but also far more efficient than the alternative, Direct3D Retained Mode. This is information that's tough to find. In fact, many advanced developers, upon figuring it out, choose to keep the knowledge to themselves, as a proprietary competitive advantage. But it's here — along with a barrelful of code, modeling tools, the official DirectX 7 SDK, and more.

As you build your game, you'll master writing the code to handle both windowed and full-screen functionality; create complex 3D worlds containing streets and fields; add 3D objects to your scenes, and color and texture them; add animated characters, music and sound; integrate keyboard, joystick, and mouse input; add fog, alpha blending, and more. There's even a chapter on adding networked play with Microsoft's DirectPlay.

Whether you're building a Windows game, simulation, or virtual reality product, Inside Direct3D contains all the Direct3D wizardry you're looking for.


bncom editor

Product Details

ISBN-13:
9780735606135
Publisher:
Microsoft Press
Publication date:
04/01/2000
Series:
Microsoft Programming Series
Edition description:
BK&CD ROM
Pages:
500
Product dimensions:
7.42(w) x 9.19(h) x 1.27(d)

Meet the Author

Jeffrey Richter is a cofounder of Wintellect (www.wintellect.com)-a training, debugging, and consulting firm dedicated to helping companies build better software faster. He is the author of the previous editions of this book, Windows via C/C++, and several other Windows®-related programming books. Jeffrey has been consulting with the Microsoft® .NET Framework team since October 1999.

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