Programming an RTS Game with Direct3D / Edition 1

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Overview

There are many books that teach the basics of Direct3D, but few of these books teach and apply the more advanced topics needed to program complete applications such as games. Programming an RTS Game with Direct3D is such a reference. The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. And, unlike other books that teach basic game programming, this book teaches programmers how to implement the more challenging parts of an RTS game, including advanced topics such as Skinned Meshes, Fog-of-war implementation, Team-color pixel shaders, AI, networking, and much more. The game is developed from chapter to chapter, beginning with design and storyboards through the development of a fully implemented RTS game, complete with Multi-Tier AI and Networking. This is a must-have resource for intermediate game programmers who wish to increase their skills and learn the more advanced topics required in todays commercial games.

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Product Details

  • ISBN-13: 9781584504986
  • Publisher: Cengage Learning
  • Publication date: 10/11/2006
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 512
  • Product dimensions: 7.36 (w) x 9.30 (h) x 1.01 (d)

Meet the Author

Carl Granberg has been creating games on a hobby basis since the old DOS-based Mode 13h graphics, after which he moved on to DirectDraw and finally Direct3D graphics. He received his master of science in computing at Curtin University, Perth, Australia, and has since been working in the Finnish game industry for 3 years. He is currently working as a Tools programmer at Remedy Entertainment in Finland. He's also involved with a group of hobby game developers that goes by the name of BugFactory (www.bugfactory.fi), which has just released its first title, The Tales of Bingwood. For matters relating to this book, he can be contacted at carl@bugfactory.fi.

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Table of Contents

Preface Acknowledgments 1 Introduction 2 Concept and Design 3 Direct3D Primer 4 Creating the Terrain 5 Camera and Mouse 6 Creating 3D Models 7 Skinned Meshes 8 Team Color 9 Players 10 Fog-of-War 11 Minimap 12 Effects 13 The Sound of Music 14 AI 15 Networking 16 Putting It All Together Appendix: About the CD-ROM Index

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