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.NET Game Programming with DirectX 9.0 [Englisch] [Taschenbuch]

Alexandre Santos Lobao , Ellen Hatton

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27. März 2003 1590590511 978-1590590515 1., Ed.
Written in easy-to-understand language, this book is a must-read if you'd like to create out-of-the-ordinary, yet simple games. Authors Lobao and Hatton demonstrate the ease of producing multimedia games with Managed DirectX 9.0 and programming the games with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. The authors emphasize simplicity, but still explore important concepts of Managed DirectX 9.0, such as Direct3D, DirectSound, DirectMusic (using the COM interface) DirectInput (including force-feedback joysticks) DirectShow, and DirectPlay. Additional chapters discuss game programming technologies: Speech API for generating character voices, GDI+ for simple games, and multithreading. A bonus chapter even shows you how to port a simple game to a Pocket PC. The book includes two chapters' worth of sample games. The first presents a game with simple features; the second extends that game and presents additional concepts. A library of game programming helper classes is also created, step by step, in both chapters.


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.NET Game Programming is intended to be an easy and fun way to introduce the .NET platform to game developers-it's neither an exhaustive guide nor a too-basic introduction. It targets those who want to learn new tips for programming games with the .NET platform. Although .NET Game Programming is not intended to be resource for developers wanting to learn about .NET, the authors take special care when talking about new programming techniques on the .NET platform, so every new concept introduced on .NET is highlighted and explained. Alexandre Lobao and Ellen Hatton create a new game in each chapter that also includes an introductory topic explaining any technical background needed and gaming concepts, such as Artificial Intelligence (AI) basics and animation drawing concepts. The authors have also included advanced ideas, such as ADO.NET and multi-threading, explained with practical examples. Direct X: Although this book is not only about DirectX, it is used in most of the chapters. And, with the evolving DirectX world, which includes DirectShow, DirectMusic, DirectSound, Direct3D, DirectInput, and DirectPlay, the information found in this book is really needed.

Advanced Programming Techniques: Although this book is intended to reach an intermediate level audience, the material in each chapter becomes increasingly difficult as the book goes on. The authors have included topics, such as ADO.NET, speech generation, communication across computers for Multiplayer games, and multithreading, so the material becomes appealing for even the advanced programmer.

Über den Autor und weitere Mitwirkende

Ellen Hatton is a computer science undergraduate at Edinburgh University. She was exposed to computers at a very early age and has been fascinated with them ever since. Her first experience of computer games was playing Dread Dragon Doom, at which she quickly excelled at the age of 5. She's been hooked on games ever since. Ellen is not only interested in computers. She skis frequently, among other sports, and enjoys general student life in the bustling Scottish capital, Edinburgh. As her choice of degree suggests, Ellen still finds computers very interesting and is constantly looking for new challenges. Alexandre Santos Lobao got his first computer in 1981, when he was 12, and immediately started to create simple games in BASIC. Since then, computers have evolved massively, and so has he. Graduating with a bachelor's degree in computer science in 1991, Alexandre, together with six friends, founded that same year a company that came to be known as a synonym for high-quality services in Brasilia, Brazil: Hepta Informatica. Besides his excellent work in many software development areas, from financial to telecommunication, he never forgot his first passion and has always worked as a nonprofessional game programmer. amateur game programming company founded by Craig Jardine. At the end of 2000, Alexandre started searching for new horizons and, leaving the company he helped to create, entered Microsoft as a consultant. Looking at the new and extremely interesting possibilities offered by the .NET Framework, he decided to take everything he's learned over the last decade and apply it to this new development platform.

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Die hilfreichsten Kundenrezensionen auf (beta) 2.1 von 5 Sternen  19 Rezensionen
12 von 12 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Nothing of 3D 24. April 2003
Von ~toki - Veröffentlicht auf
If you want to read something of 3D forget this book.
This book cover 2D programming.
There are a chapter talking about 3D (basic concepts).
8 von 8 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Great Concept, Poor Editing 1. Juni 2003
Von S.O. - Veröffentlicht auf
I've gotten about halfway through this book in the past two weeks and I feel like I'm learning enough where I can start writing my own simple games once I'm done with it. I started from knowing pretty well (for business apps), but not knowing the first thing about DirectX or Game Programming. That said, the editing of the code samples in this book is atrocious. The code samples in the book almost never match those on the CD and you have to figure out "what they mean" most of the time, debugging stuff yourself. Another dumb thing is that whoever wrote the code doesn't know how to use arrays, and always Dims a 4 element array as MyArray(4) instead of (3). Lastly, they don't tell you to enable "key preview" on your forms, so if you didn't know to do that from reading it in another .Net book, the keyboard handler functions would never work for you. Bottom line is that this book can help you learn elementary game programming in, as long as you know the language reasonably well (decent VB6 would be enough), and you won't get too frustrated trying to reconcile the code in the book and on the CD. It's too bad: If they had gotten their act together, this could have been a 5 star book.
10 von 11 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Stay FAR FAR away 24. Januar 2004
Von Brian J Newtz - Veröffentlicht auf
I've been buying books from Amazon for years now, and not once have I actually written a review about one. However, this book is so terrible that I felt compelled to send out a warning to all those considering this book.
The whole time I was reading it, the only thing I could think of was all of the naive programmers out there who might just be learning and not realize all of the bad practices this book is advising. Not to mention a complete misunderstanding of how Object Oriented Programming is to be used. According to Mr. Lobao, EVERYTHING derives from a game engine - a sprite, a tile, a font, etc...
I can't believe a book like this ever made it to press. I also find it laughable that the foreward is written by a Microsoft MVP whose focus is in ADO.NET, and the technical reviewer specializes in data warehousing and internet solutions. Um, since this is a book about GAME programming, shouldn't someone who actually knows a bit about GAME programming actually review the thing?
12 von 14 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Disappointed! 29. April 2003
Von Håkan Reutman - Veröffentlicht auf
I should have waited until there was reviews on this book before I bought it. Im trying to get the hang of multiplayer game programming in a 3D environment and the introductional text to this book sounded very promising. When I got it the book I got very disappointed when I discoved that it almost only covered 2d programming and only had one chapter on 3d and that was very basic stuff. The topic multiplayer only covered peer2peer technology and almost nothing on client-server which is more interesting when programming multiplayer for more then 4 connected players.
For persons interested in 2d game programming i suppose this book could be of good value though.
5 von 5 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen The farther I read, the more disappointed I became 10. Oktober 2003
Von Carl Klutzke - Veröffentlicht auf
I can forgive the horrible editing, I suppose: sadly, I've gotten used to it, as it seems endemic to the computer book industry (and there are no errata on the publisher's web site). I could forgive the horrible misunderstanding of inheritance concepts in object-oriented programming (a sprite derives from a game field???). Mostly I could forgive these because the authors have a nice, clear style, and seem to understand fundamental game development principles that I am still learning, like collision detection. But when I was able to greatly enhance the performance of the example in chapter 3 because I already understood culling even though the authors don't, I became annoyed. And I just gave up when the example from chapter 4 ran at an unplayable speed: I just couldn't navigate the river in this game, the performance was so bad, and that was without moving enemies or the ability to shoot. Additionally, this example crashed both computers I tried it on twice. I won't even try to resell this as a used book: I'd be doing the buyer a disservice.
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