Programming Mutliplayer FPS Direct X
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Programming Mutliplayer FPS Direct X

Programming Mutliplayer FPS Direct X


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About the Book

If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action. Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game. Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!

Table of Contents:
Part I The Engine 1 1 Engine Design 2 Framework 3 Engine Control 4 Scripting 5 Rendering 6 Sound 7 Networking 8 Materials and Meshes 9 Objects 10 Scene Management Part II The Game 389 11 Foundations 12 Players 13 Weapons Appendix A: About the CD-ROM Appendix B: Competition

About the Author :
Vaughan Young (Queensland, Australia) is an experienced C++ and DirectX programmer. His degree in IT is complemented by further studies in software development, focusing primarily on game development. Currently, he operates his own software development business, producing and managing software solutions. On the side he maintains his own Web site (www.coderedgames.com) dedicated to his passion for computer game development.

Review :
PART I THE ENGINE 1 1 Engine Design 2 Framework 3 Engine Control 4 Scripting 5 Rendering 6 Sound 7 Networking 8 Materials and Meshes 9 Objects 10 Scene Management PART II THE GAME 389 11 Foundations 12 Players 13 Weapons Appendix A: About the CD-ROM Appendix B: Competition


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Product Details
  • ISBN-13: 9781584503637
  • Publisher: Cengage Learning, Inc
  • Publisher Imprint: Charles River Media
  • Edition: New edition
  • Language: English
  • Spine Width: 33 mm
  • Width: 188 mm
  • ISBN-10: 1584503637
  • Publisher Date: 20 Dec 2004
  • Binding: SA
  • Height: 234 mm
  • Returnable: N
  • Weight: 907 gr


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