DirectX 11.1 Game Programming


DirectX 11.1 Game Programming
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Overview
Table of Contents
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Sample Chapters
  • Learn new features in Direct3D 11.1
  • Discover how to develop a multithreaded pipeline game engine
  • Understand shader model 5 and learn how to create an editor for the game

Book Details

Language : English
Paperback : 146 pages [ 235mm x 191mm ]
Release Date : August 2013
ISBN : 184969480X
ISBN 13 : 9781849694803
Author(s) : Pooya Eimandar
Topics and Technologies : All Books, Game Development, Games

Table of Contents

Preface
Chapter 1: Say Hello to DirectX 11.1
Chapter 2: Getting Started with HLSL
Chapter 3: Rendering a 3D Scene
Chapter 4: Tessellation
Chapter 5: Multithreading
Index
  • Chapter 1: Say Hello to DirectX 11.1
    • The need for DirectX 11.1
      • Why should we target Windows 8?
    • The prerequisites
    • Introduction to C++/CX
      • Lifetime management
        • What is a ref class?
      • Inheritance
      • Delegates and events
    • Metro Style apps
    • Setting up your first project
    • Building your first Metro app
    • Working with game time
    • Initializing the device
      • Connecting to a swap chain
      • The render target and depth stencil views
    • Summary
    • Chapter 2: Getting Started with HLSL
      • An introduction to HLSL
      • New features of HLSL
      • Compiling and linking to shaders
      • Buffers in Direct3D
        • Constant buffers
        • Vertex buffers
        • Index buffers
        • Textures
      • Rendering primitives
      • Direct2D 1.1
      • Summary
      • Chapter 3: Rendering a 3D Scene
        • Displaying the performance data
          • A short introduction to FPS
        • Asynchronous loading
          • Introduction to tasks
          • Asynchronous resource loading
        • Getting started with the Model Editor
        • Loading a model from the .cmo format
        • Rendering a model
        • The input devices we'll need
          • Keyboard
          • Pointer
          • Xbox 360 controllers
        • Turn on the camera
          • Base camera
          • First person camera
          • Third person camera
        • Composing XAML and Direct3D
        • Summary
        • Chapter 4: Tessellation
          • Hardware tessellation
            • The most popular usage of hardware tessellation
          • Basic tessellation
            • The Hull Shader stage
            • The Domain Shader stage
            • Tessellating a quad
          • Displacement mapping using tessellation
            • The normal mapping technique
            • The displacement mapping technique
          • DirectX graphics diagnostics
            • Capturing the frame
            • The Graphics Experiment window
            • Investigating a missing object
            • Disabling graphics diagnostics
          • Summary
          • Chapter 5: Multithreading
            • C++ AMP
            • Compute Shader
            • C++ AMP versus Compute Shader
            • Post-processing
              • Implementing post-processing using C++ AMP
              • Implementing post-processing using Compute Shader
            • Summary

            Pooya Eimandar

            Pooya Eimandar was born on January 07, 1986. He graduated with a degree in Computer Science and Hardware Engineering from Shomal University and has been programming mainly in DirectX and OpenGL since 2002.

            His main research interests are GPU-programming, image processing, parallel computing, and game developing.

            Since 2010, he has been leading a game engine team for a company Bazipardaz, working on their latest titles for Xbox 360 and PC. You can find more information about this at http://persianengine.codeplex.com/.

            http://directx11-1-gameprogramming.azurewebsites.net/ - Dedicated website for the book

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            Sample chapters

            You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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            What you will learn from this book

            • Loading and rendering mesh using the output format of Visual Studio Model Editor.
            • Draw geometry with texture and compiled shaders
            • Load and render meshes using the output format of the Visual Studio Model editor
            • Implementing asynchronous resource loading
            • Displaying performance data
            • Use tessellation for improving material surfaces
            • Compose XAML and Direct3D
            • Add post processing and parallel collision detection using C++Amp

            In Detail

            DirectX is designed to create eye-popping 3-D visuals and immersive sound effects found in many of today's PC games. DirectX 11.1 includes numerous improvements from its previous version. It's designed to be more efficient, leverage the power of today's multi-core processors, and provide support for sophisticated shading and texturing techniques such as tessellation.

            DirectX 11.1 Game Programming brings unprecedented power and flexibility to programmers who want to excel in graphical programs. DirectX 11.1 Game Programming is an introduction to creating interactive computer graphics and games, using Direct3D 11.1. You would be guided through the new features of Direct3D along with XAML to build an extensible multithreaded framework for creating 3D applications and games on the Windows 8 metro style platform.

            DirectX 11.1 Game Programming explores the techniques to set up a 3D multithreaded framework for metro style graphics programs. You would be guided through the process of extending your framework to utilize the advantages of Direct3D 11.1.

            We would then explore Visual Studio Model editor for loading and editing your assets and learn how to render them with the Direct3D pipeline. We will also explore the supporting inputs such as keyboards, pointers, Xbox controllers, and how to render the complete 3D scene using camera, sound, billboard, tessellation, post processors, and parallel libraries, along with supporting XAML.
            You would also learn the different techniques of debugging the program and would be well equipped with everything you need to start programming 3D applications and games with DirectX 11.1 on Windows 8 platforms.

            Approach

            Written in step-by-step tutorial format, we will explore the creation of 3D applications and games through the development of a Windows 8 metro style game.

            Who this book is for

            DirectX 11.1 Game Programming Written for developers with knowledge of C++ essentails and 3D mathematics who would want to create metro style game on the Windows 8 platform.

            DirectX 11.1 Game Programming explores Direct3D 11.1 and Microsoft C++ component extensions along with introducing C++ accelerated massive parallelism.

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