DirectX 11.1 Game Programming

DirectX 11 is packed with features to meet the demands of modern gamers, multi-core processors, and the latest Microsoft operating systems. This tutorial gives you access to all that with an example-led, user-friendly approach.

DirectX 11.1 Game Programming

Pooya Eimandar

1 customer reviews
DirectX 11 is packed with features to meet the demands of modern gamers, multi-core processors, and the latest Microsoft operating systems. This tutorial gives you access to all that with an example-led, user-friendly approach.
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Book Details

ISBN 139781849694803
Paperback146 pages

Book Description

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.

Table of Contents

Chapter 1: Say Hello to DirectX 11.1
The need for DirectX 11.1
The prerequisites
Introduction to C++/CX
Metro Style apps
Setting up your first project
Building your first Metro app
Working with game time
Initializing the device
Summary
Chapter 2: Getting Started with HLSL
An introduction to HLSL
New features of HLSL
Compiling and linking to shaders
Buffers in Direct3D
Rendering primitives
Direct2D 1.1
Summary
Chapter 3: Rendering a 3D Scene
Displaying the performance data
Asynchronous loading
Getting started with the Model Editor
Loading a model from the .cmo format
Rendering a model
The input devices we'll need
Turn on the camera
Composing XAML and Direct3D
Summary
Chapter 4: Tessellation
Hardware tessellation
Basic tessellation
Displacement mapping using tessellation
DirectX graphics diagnostics
Summary
Chapter 5: Multithreading
C++ AMP
Compute Shader
C++ AMP versus Compute Shader
Post-processing
Summary

What You Will Learn

  • 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

Authors

Table of Contents

Chapter 1: Say Hello to DirectX 11.1
The need for DirectX 11.1
The prerequisites
Introduction to C++/CX
Metro Style apps
Setting up your first project
Building your first Metro app
Working with game time
Initializing the device
Summary
Chapter 2: Getting Started with HLSL
An introduction to HLSL
New features of HLSL
Compiling and linking to shaders
Buffers in Direct3D
Rendering primitives
Direct2D 1.1
Summary
Chapter 3: Rendering a 3D Scene
Displaying the performance data
Asynchronous loading
Getting started with the Model Editor
Loading a model from the .cmo format
Rendering a model
The input devices we'll need
Turn on the camera
Composing XAML and Direct3D
Summary
Chapter 4: Tessellation
Hardware tessellation
Basic tessellation
Displacement mapping using tessellation
DirectX graphics diagnostics
Summary
Chapter 5: Multithreading
C++ AMP
Compute Shader
C++ AMP versus Compute Shader
Post-processing
Summary

Book Details

ISBN 139781849694803
Paperback146 pages
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