Learning Windows 8 Game Development

Learning Windows 8 Game Development
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Table of Contents
Sample Chapters
  • Use cutting-edge technologies like DirectX to make awesome games
  • Discover tools that will make game development easier
  • Bring your game to the latest touch-enabled PCs and tablets

Book Details

Language : English
Paperback : 244 pages [ 235mm x 191mm ]
Release Date : October 2013
ISBN : 1849697442
ISBN 13 : 9781849697446
Author(s) : Michael Quandt
Topics and Technologies : All Books, Game Development

Table of Contents

Chapter 1: Getting Started with Direct3D
Chapter 2: Drawing 2D Sprites
Chapter 3: Adding the Input
Chapter 4: Adding the Play in the Gameplay
Chapter 5: Tilting the World
Chapter 6: Bragging Rights
Chapter 7: Playing Games with Friends
Chapter 8: Getting into the Store
Chapter 9: Monetization
Appendix: Adding the Third Dimension
  • Chapter 1: Getting Started with Direct3D
    • Setting up the stage
      • Applications and windows
    • Structuring each frame
    • Initializing the Direct3D API
      • Graphics device
      • Device context
      • Swap chain
      • Render target, depth stencil, and viewport
    • Down the graphics pipeline
    • Understanding the game loop
      • Updating the simulation
      • Drawing the world
        • Clearing the screen
        • Presenting the back buffer
    • Summary
    • Chapter 2: Drawing 2D Sprites
      • Installing DirectXTK
      • What a sprite is
      • Textures
        • File formats
        • Loading
      • Co-ordinate systems
      • Drawing the sprites
        • Sorting modes
        • Finishing the batch
          • Vectors
      • Text rendering
        • TTF versus BMP
        • Building the font
        • Drawing the font
      • Summary
      • Chapter 3: Adding the Input
        • Input devices
        • Pointers
        • Keyboard input
        • GamePad input
          • Multiple controllers
          • Buttons
          • Deadzones and thumbsticks
        • Summary
        • Chapter 4: Adding the Play in the Gameplay
          • Structuring a game
            • Traditional object-oriented design
            • Components and entities
            • Putting it all together
            • Subsystems
            • Refining the input system
              • Trigger
              • Action
              • InputManager
              • Triggers
            • Renderer
              • Resource management
              • Culling
              • Implementation
            • Collision detection
              • Rectangle collision
          • Fighting for score
          • Summary
          • Chapter 5: Tilting the World
            • Orientation
              • Accelerometer
                • Shaking things up a bit
              • Spinning with gyros
              • Compass
              • Inclinometer
              • Orientation for games
              • Practice makes perfect
            • Other sensors
              • Light
            • Locking on with a GPS
              • Status
              • Position
              • Polling
            • Summary
              • Chapter 7: Playing Games with Friends
                • A better menu system
                • Networking
                  • Choosing between client/server and peer-to-peer models
                    • The client/server model
                    • The peer-to-peer model
                    • Maybe a hybrid?
                  • The first stage
                    • Using the PeerFinder
                  • Communicating the gameplay
                    • TCP – StreamSocket
                    • UDP – DatagramSocket
                    • Reading and writing data
                • Summary
                • Chapter 8: Getting into the Store
                  • Getting into the store
                    • Free accounts
                  • Submitting your game
                    • GDF Certificates
                  • App packages
                    • Capabilities
                      • Adding a privacy policy
                    • Declarations
                  • Certification kit
                  • Creating your app packages
                  • Uploading and submitting
                  • Certification tips
                    • Privacy
                    • Features
                    • Legacy APIs
                    • Debug
                    • WACK
                  • Summary
                  • Chapter 9: Monetization
                    • Selling your games
                    • Monetization models
                      • The freemium model
                      • The traditional model
                      • The hybrid model
                    • The trial mode
                    • In-app purchases
                      • The consumables
                    • Testing with the simulator
                    • Summary
                    • Appendix: Adding the Third Dimension
                      • Vertices and triangles
                      • Indices
                      • Cameras
                      • DirectXMath
                      • Buffers
                        • Building the vertex and index buffers
                        • Setting the buffers
                        • Using the buffers
                        • Constant buffers
                        • Updating the buffers
                          • Mapping the buffer
                          • The UpdateSubresource() method
                      • Shaders
                        • Vertex shaders
                        • Pixel shaders
                        • Compiling and loading
                      • Input layouts
                      • Drawing the model
                        • Setting the buffers and drawing
                      • Summary

                      Michael Quandt

                      Michael Quandt has been working with games, from XNA to DirectX to Unity, as a hobbyist and professional for four years. He has spoken at local game development conferences and workshops while working with Microsoft Australia as a Technical Evangelist. Since then he has contributed to the translation of multiple major franchise games to the Windows Store platform, and continues to work with local developers and students to get them involved in game development and bringing their best to the Windows platform.
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                      Sample chapters

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                      What you will learn from this book

                      • Render sprites in 2D
                      • Use touch, gamepad, mouse, and keyboard input to control the game
                      • Learn the techniques to add multiplayer to your game
                      • Add competition with accessible Windows 8 features
                      • Use motion sensors and GPS to add unique gameplay
                      • Master techniques to maximise your Windows Store effectiveness
                      • Learn tips and tricks to pass store certification
                      • Kick-start the next stage of gaming with 3D rendering

                      In Detail

                      With the recent success of a lot of smaller games, game development is quickly becoming a great field to get in to. Mobile and PC games are on the rise, and having a way to create a game for all types of devices without rewriting everything is a huge benefit for the new Windows 8 operating system. In this book, you will learn how to use cutting-edge technologies like DirectX and tools that will make creating a game easy. This book also allows you to make money by selling your games to the world.

                      Learning Windows 8 Game Development teaches you how to create exciting games for tablets and PC on the Windows 8 platform. Make a game, learn the techniques, and use them to make the games you want to play. Learn about graphics, multiplayer options, how to use the Proximity + Socket APIs to add local multiplayer, how to sell the game outright, and In-App Purchases.

                      Learning Windows 8 Game Development guides you from the start of your journey all the way to developing games for Windows by showing you how to develop a game from scratch and sell it in the store.With Learning Windows 8 Game Development, you will learn how to write the code required to set everything up, get some graphics on screen, and then jump into the fun part of adding gameplay to turn a graphics sample into a proper game. From there, you’ll look at how to add awesome features to your game like networking, motion controls, and even take advantage of new Windows 8 features like live tiles and sharing to make your players want to challenge their friends and keep playing.

                      This book wraps up by covering the only way a good game can finish development: by shipping the game on the Windows Store. You’ll look at the things to remember to make certification painless and some great tips on how to market and sell your game to the public.


                      A standard practical tutorial running people through Windows 8 RT with a specific focus on game development is the approach chosen here. This type of approach will more likely appeal to an audience that is in need of a structured guide that they can emulate and learn from, unlike the usual reference text available in the market.

                      Who this book is for

                      Learning Windows 8 Game Development is for any developer looking to branch out and make some games. It’s assumed that you will have an understanding of C++ and programming. If you want to program a game, this book is for you, as it will provide a great overview of Direct3D and Windows 8 game development and will kick-start your journey into 3D development.

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