Download e-book for kindle: Beginning 3D Game Programming by Tom. Miller

By Tom. Miller

ISBN-10: 0672326612

ISBN-13: 9780672326615

There are numerous programming hobbyists who write second video games yet there are a long way fewer that take hold of the ideas of 3D programming. even supposing there also are numerous 'game improvement' books out there, few take care of 3D online game improvement. those who do are normally geared toward complicated readers. This booklet will supply a pragmatic, instance pushed method of studying the original paintings of 3D online game improvement that even the newbie can grab. It will not get slowed down in web page after web page of dull conception yet as a substitute will train via many attention-grabbing arms on examples. Tom Miller brings years and years of 3D video game programming to the desk and that with an enticing writing sort to mentor readers within the intricacies of online game improvement. The ebook starts off out with a crash path in online game programming suggestions after which progresses into constructing three kinds of video games with many beneficial counsel, notes, and cautions alongside the way in which. This identify will function an invaluable consultant to both present 2nd video game builders or programmers that are looking to discover ways to software video games.

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Extra info for Beginning 3D Game Programming

Example text

This flag cannot be combined with the software or mixed vertex processing flags. Tells Direct3D that all vertex processing will occur in software. This flag cannot be combined with the hardware or mixed vertex processing flags. Specifies that this device will be a pure device. Specifies that this device may be accessed for more than one thread simultaneously. Because the garbage collector runs on a separate thread, this option is turned on by default in Managed DirectX. Note that there is a slight performance penalty for using 53 54 Part II: Introducing Graphics, Game 1 this flag.

Why wouldn't you want this great benefit in your application? The main reason is that this benefit comes at a cost, and that cost could potentially be quite large. To understand this point, you must first have a sense of what is going on behind the scenes. Render(res); As you can see, this code looks harmless enough. You simply create a resource and render it. The object is obviously never used again, so the garbage collector should be smart enough to clean up the object. This thought is common, but this thought is incorrect.

BackBufferDescription; } ///

/// This event will be fired immediately after the Direct3D device has been /// reset, which will happen after a lost device scenario. Default resources since these resources need to /// be reloaded whenever the device is lost. Resources created here should /// be released in the OnLostDevice event. Reset() is called. Default resources. See the "Lost Devices" section of the /// documentation for information about lost devices. ///

private void OnLostDevice(object sender, EventArgs e) { } ///

/// This callback function will be called immediately after the Direct3D device /// has been destroyed, which generally happens as a result of application /// termination or windowed/full screen toggles.

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Beginning 3D Game Programming by Tom. Miller


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