Programming Role Play Games With DirectX

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Overview

How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game -- working with graphics and combat engines, handling players, and making your game multiplayer-capable -- this book provides a detailed look at the essential components of role-playing games. It begins with helpful ...
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INCLUDES SEALED CD: BRAND NEW: ONE DAY SHIPPING Option Available by USPS EXress Mail in Continental USA. : Ships Fast Approx 3 to 5 business days delivery in Continental USA if ... you pay Expedited Ship Option/ DESCRIPTION: 974 Pages: Course Technology PTR; 1 edition (January 2, 2002). :How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game--working with graphics and combat engines, handling players, and making your game multiplayer-capable--this book provides a detailed look at the essential components of role-playing games. It begins with helpful information on story line development and design issues specific to role-playing games and then progresses to programming basics and RPG-specific gaming code. Finally, wrap up your project with valuable tips for promoting, marketing, and publishing your game. Read more Show Less

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Overview

How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game -- working with graphics and combat engines, handling players, and making your game multiplayer-capable -- this book provides a detailed look at the essential components of role-playing games. It begins with helpful information on storyline development and design issues specific to role-playing games and then progresses to programming basics and RPG-specific gaming code. Finally, wrap up your project with valuable tips for promoting, marketing, and publishing your game.
About the Author
Jim Adams has been programming since age nine. For the past 22 years, he has worked various jobs in the business and entertainment industry. He stays active in the game programming community by writing technical articles and moderating a message forum on www.gamedev.net. He has contributed to several books on game development and maintains a core library of DirectX functions to assist in game development. Jim is the author of the book Programming Role Playing Games with DirectX and Advanced Animation with DirectX, both published by Premier Press.
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Product Details

  • ISBN-13: 9781931841092
  • Publisher: Premier Press
  • Publication date: 1/28/2002
  • Series: Premier Press Game Development Series
  • Edition description: BK&CD-ROM
  • Pages: 1056
  • Product dimensions: 7.38 (w) x 9.14 (h) x 1.74 (d)

Table of Contents

Foreword xxxvi
Introduction xxxix
Part 1 An Introduction to Role-Playing Games 1
Chapter 1 A World of Role-Playing 3
A Story of Role-Playing 4
The Concepts of Role-Playing 6
The Evolution of Gaming 12
Wrapping Up with a Look into the Future 17
Part 2 Role-Playing Game Design 19
Chapter 2 Exploring RPG Design Elements 21
General Game Design Issues 22
RPG Design Aspects 31
Turning to the Technical Side 32
Knowing Your Role 33
Wrapping Up Design 34
Chapter 3 Story-Writing Essentirls 35
The Art of Telling Stories 36
The Writing Process 46
Tips for Better Stories 52
Applying Stories to Games 56
Wrapping Up Stories 60
Part 3 Programming Basics 61
Chapter 4 Strrting with C++ 63
Introducing C++ 64
Moving from C to C++ 65
Classes 78
Wrapping Up C++ 96
Chapter 5 Programming with Windows and Application Basics 97
Programming with Windows 99
DirectX 132
Understanding the Program Flow 134
Modular Programming 136
States and Processes 137
Handling Application Data 144
Building an Application Framework 148
Structuring a Project 155
Debugging Your Program 155
Wrapping Up Windows and Application Basics 157
Chapter 6 Drawing with DirectX Graphics 159
The Heart of 3-D Graphics 160
Getting Started with DirectX Graphics 168
The Math of 3-D 178
Getting Down to Drawing 184
Using Texture Maps 202
Alpha Blending 211
Lighting 217
Using Fonts 227
Billboards 231
Particles 233
Depth Sorting and Z-Buffering 237
Working with Viewports 240
Working with Meshes 241
Wrapping Up Graphics 259
Chapter 7 Interacting with DirectInput 261
Introducing Input Devices 262
Using DirectInput 268
Employing DirectInput Devices 271
Using DirectInput with the Keyboard 283
Using DirectInput with the Mouse 285
Using DirectInput with Joysticks 287
Wrapping Up Input 291
Chapter 8 Playing Sound with DirectX Audio 293
Sound Basics 294
Understanding DirectX Audio 298
Using DirectSound 298
Working with DirectMusic 329
Finishing Up Sound 349
Chapter 9 Networking with DirectPlay 351
Understanding Networking 352
Introducing DirectPlay 357
Initializing a Network Object 364
Using Addresses 367
Using Message Handlers 374
Configuring Session Information 376
Working with Servers 378
Working with Clients 391
Wrapping Up Networking 397
Chapter 10 Creating the Game Core 399
Understanding the Core Concept 400
The System Core 401
The Graphics Core 410
The Input Core 436
The Sound Core 441
The Network Core 454
Wrapping Up the Game Core 462
Part 4 Role-Playing Game Programming 465
Chapter 11 Using 2-O Graphics 467
Understanding Tiles and Maps 468
Using Tiles with DirectX 470
A Basic Tile Engine 483
Angled Tile Engine 497
Big Bitmap Engines 498
Wrapping Up 2-D Graphics 500
Chapter 12 Creating 3-D Graphics Engines 501
Meshes as Levels 502
Introducing the Viewing Frustum 507
Developing an Advanced 3-D Engine 517
Adding 3-D Objectsto the World 541
Collision Detection with Meshes 543
Using Sky Boxes 553
Wrapping Up 3-D Graphics 560
Chapter 13 Mixing 2-D and 3-D Graphics Engines 561
Mixing the Two Dimensions 562
Using 2-D Objects in a 3-D World 563
Adding 3-D Objects to a 2-D World 568
Wrapping Up Mixed Engines 576
Chapter 14 Implementing Scripts 579
Understanding Scripts 580
Creating a Mad Lib Script System 582
Working with the MLS Editor 603
Executing Mad Lib Scripts 606
Applying Scripts to Games 611
Wrapping Up Scripting 611
Chapter 15 Defining and Using Objects 613
Defining Objects for Your Game 614
The Master Item List 626
Managing Items with Inventory Control Systems 631
Wrapping Up Objects and Inventory 650
Chapter 16 Controlling Players and Characters 653
Players, Characters, and Monsters, Oh My! 654
Navigating Characters 667
Conversation among Characters 683
Scripting and Characters 695
Resource Management 701
Working with Magic and Spells 703
Combat and Characters 722
Building the Master Character List 729
Creating a Character Controller Class 735
Demonstrating Characters with the Chars Demo 757
Wrapping Up Characters 759
Chapter 17 Working with Maps and Levels 761
Placing Characters on the Map 762
Using Map Triggers 766
Blocking the Path with Barriers 788
Using Auto Maps 797
Wrapping Up Maps and Levels 816
Chapter 18 Creating Combat Sequences 819
Designing External Combat Sequences 820
Developing the Combat Sequence 824
Using Battle Arrangements 841
Wrapping Up Combat Sequences 841
Chapter 19 Getting Online with Multiplayer Gaming 843
Maddening Multiplayer Mayhem 844
Multiplayer Game Design 845
Creating a Multiplayer Game Architecture 849
Working with Game Servers 857
Working with Game Clients 886
Wrapping Up Multiplayer Gaming 905
Part 5 The Finishing Touches
Chapter 20 Putting Together a Full Game 909
Designing the Sample Game 910
Programming the Sample Game 928
Wrapping Up Creating Games 965
Chapter 21 Marketing and Puelishing Your Game 967
Submitting Your Game 968
Communicating with Companies 972
Considering Which Publishers to Contact 974
Do-It-Yourself Publishing 976
Wrapping Up Marketing and Publishing 979
Epilogue 980
Looking Back 980
What's Next? 981
Part 6 Appendixes
Appendix A Setting Up DirectX 8.0 and Configuring the Compiler 985
Setting Up DirectX 8.0 986
Setting Up the Compiler 989
Appendix B Getting Help on the Web 995
Appendix C Recommended Reading 999
Appendix D Glossary 1003
Appendix E What's on the CD 1017
DirectX 8.0 SDK 1018
GoldWave 4.23 Demo 1019
MilkShape 3D 1.56 Demo 1019
Paint Shop Pro Trial Version 1020
Poser 4 Demo 1020
TrueSpace5 Demo 1020
Index 1021
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  • Anonymous

    Posted May 31, 2002

    A programmers way to say I love the people.

    I give this outstanding book 4 stars. Looking for interesting an way to exihilerate your life? How about programming your own RPG and playing it. This book is the best way to do it. Step by step intructions from intro to debugging it's got it all.

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  • Anonymous

    Posted April 11, 2002

    Best Book On Directx

    Jim Adams Do it , Made A Best Game Programming BOOK On RPG programming , i give him 4 stars because he west 150 page on introductions to RPG . the books takes you step by step to Make A Full RPG Game , Teaches you dxGraphics,Meshes,Spells And Magics , Characters, Etc.. if u want to Make A GOOD Game Take This BOOKS 1st- C/C++ Complete Reference 2-Trics of the windows game programmig Gurus 3-Zen Of direct3d Game Programming 4-Programming Role Playing Games Take All this And Make What Do U Want . Sure From B&N.

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