Managed DirectX 9 Graphics and Game Programming, Kick Start

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Overview

Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.

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Overview

Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.

Product Details

  • ISBN-13: 9780672325960
  • Publisher: Sams
  • Publication date: 10/1/2003
  • Pages: 411
  • Series: Kick Start Series
  • Product dimensions: 7.96 (w) x 8.70 (h) x 1.02 (d)

Meet the Author

Tom Miller is the development lead for Managed DirectX, as well as the designer of the API. He has worked on the DirectX team for the last four years, including the SDK team writing samples, as well as the DirectX for Visual Basic team. Previously at Microsoft, he worked on the Visual Basic and Office teams.

Table of Contents

Introduction 1
Pt. I Beginning Graphics Concepts 5
1 Introducing Direct3D 7
2 Choosing the Correct Device 27
3 Rendering Using Simple Techniques 35
4 More Rendering Techniques 51
5 Rendering with Meshes 65
6 Using Managed DirectX to Write a Game 79
Pt. II Intermediate Graphics Concepts 117
7 Using Advanced Mesh Features 119
8 Understanding Resources 135
9 Using the Other Mesh Types 149
10 Using the Helper Classes 167
Pt. III Advanced Graphics Concepts 191
11 Introducing the Programmable Pipeline with the High Level Shader Language 193
12 Using the High Level Shader Language 215
13 Rendering Skeletal Animation 237
Pt. IV Sound and Input 259
14 Discovering the Wonders of Sound 261
15 Controlling User Input 275
Pt. V 2D Graphics 291
16 Using Direct3D for 2D Graphics 293
17 Using DirectDraw for 2D Rendering 305
Pt. IV Adding Networking 317
18 Implementing Peer-to-Peer Networking Using DirectPlay 319
19 Creating a Client/Server Session 339
20 Understanding Advanced Networking Features 359
21 Achieving Maximum Performance 375
Pt. VII Appendices 383
A Using the Diagnostics Assemblies 385
B Playing Music and Videos 389
Index 393

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Sort by: Showing 1 Customer Review
  • Anonymous

    Posted August 21, 2003

    Its about time!

    This book is absolutely the perfect thing to have by your side as you venture into the highly undocumented world known as Managed DirectX. Since Managed DX went gold, I had been scouring for examples and tutorials to compensate for what was definitely an incomplete and insufficient SDK. My search ended with this book. Everything is very well explained. The samples are exceptional. But best of all, I never once reached a point where I felt I was being told what to do without first having an explanation of why I needed/wanted to do it. I'm sure I'll be coming back to this book time and time again as I continue my work with Managed DX.

    1 out of 1 people found this review helpful.

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