Game Development with SlimDX

A fast-paced and practical guide on game development using SlimDX

Game Development with SlimDX

Starting
Michael Fontanini

A fast-paced and practical guide on game development using SlimDX
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Book Details

ISBN 139781782167389
Paperback150 pages

About This Book

  • Harness the power of DirectInput and XInput to detect and respond to user input from keyboard, mouse, and joysticks/gamepads while adding the allimportant interactivity to your games
  • Make the most of Direct2D, DirectSound, XAudio2, and Direct3D to make your game worlds come to life on the screen
  • A practical guide packed with example code and quick instructions on game development with SlimDX

Who This Book Is For

If you are a game designer or game developer with a passion for video games and a desire to create your own from scratch, this is the book for you. You will need basic programming experience in C#(C Sharp) to get the most out of this book.

Table of Contents

Chapter 1: Getting Started
Setting up Visual Studio 2013 Express
Setting up SlimDX
Creating a framework
The GameWindow class
The GameLoop method
Testing our game window
Summary
Chapter 2: Responding to Player Inputs
DirectInput versus XInput
Mouse and keyboard input
Using joysticks with DirectInput
Getting input from the joystick
Using joysticks with XInput
Summary
Chapter 3: Rendering 2D Graphics
Creating a Direct2D game window class
Rendering bitmaps
Entities
Summary
Chapter 4: Adding Sound
DirectSound versus XAudio2
The basics of sound
Stereo sound
DirectSound
XAudio2
Summary
Chapter 5: Rendering Simple 3D Graphics
The Direct3D graphics rendering pipeline
Shaders
Rendering a triangle
Rendering a cube
Summary
Chapter 6: Where to Go from Here
Culling and clipping
Collision detection
Artificial Intelligence
Physics
Multithreaded programming
Game design
Further reading
Summary

What You Will Learn

  • Handle user input from the mouse, keyboard, and gamepad using both DirectInput and XInput
  • Draw 2D graphics using Direct2D
  • Create a 2D tilebased game world with animated characters
  • Add sound effects and music to your game using both DirectSound and XAudio2
  • Set up a Direct3D application
  • Render basic 3D graphics
  • Texture your basic 3D objects

In Detail

Video games have been around for quite some time, but SlimDX has become a big thing in game development in recent years. It is a free open source framework that lets you bring your own virtual world to life using the power of DirectX.

This tutorial gives you a good head start into the world of game development with SlimDX. You will learn everything you need to know to start making your own 2D and 3D games.

This book takes you through some of the most important areas of game design, such as handling user input, 2D graphics, and adding sound and music to your games. You will learn the advanced topic of 3D graphics, which will get you started on making your own games. It will guide you fully in working with 2D game worlds and animated 2D characters by developing a 2D tilebased game world with a goofy, animated robot character for the player to control, and other demos.

By learning the basics of creating 3D graphics, you will be comfortable building 3D worlds in your own game.

Authors

Table of Contents

Chapter 1: Getting Started
Setting up Visual Studio 2013 Express
Setting up SlimDX
Creating a framework
The GameWindow class
The GameLoop method
Testing our game window
Summary
Chapter 2: Responding to Player Inputs
DirectInput versus XInput
Mouse and keyboard input
Using joysticks with DirectInput
Getting input from the joystick
Using joysticks with XInput
Summary
Chapter 3: Rendering 2D Graphics
Creating a Direct2D game window class
Rendering bitmaps
Entities
Summary
Chapter 4: Adding Sound
DirectSound versus XAudio2
The basics of sound
Stereo sound
DirectSound
XAudio2
Summary
Chapter 5: Rendering Simple 3D Graphics
The Direct3D graphics rendering pipeline
Shaders
Rendering a triangle
Rendering a cube
Summary
Chapter 6: Where to Go from Here
Culling and clipping
Collision detection
Artificial Intelligence
Physics
Multithreaded programming
Game design
Further reading
Summary

Book Details

ISBN 139781782167389
Paperback150 pages
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