Hi LastManStanding
Kein Prob, hier das Inhaltverzeichnis
Part I. Windows Programming Foundations
Chapter 1. Journey into the Abyss
A Little History
Designing Games
Types of Games
Brainstorming on Ideas
The Design Document and Storyboards
Making the Game Fun
The Components of a Game
General Game Programming Guidelines
Using Tools
Setting Up to Get Down—Using the Compiler
An Example: FreakOut
Summary
Chapter 2. The Windows Programming Model
The Genesis of Windows
Multitasking and Multithreading
Programming the Microsoft Way: Hungarian Notation
The World's Simplest Windows Program
Real-World Windows Applications (Without Puck)
The Windows Class
Registering the Windows Class
Creating the Window
The Event Handler
The Main Event Loop
Making a Real-Time Event Loop
Opening More Windows
Summary
Chapter 3. Advanced Windows Programming
Using Resources
Working with Menus
Introduction to GDI (Graphics Device Interface)
Handling Important Events
Sending Messages Yourself
Summary
Chapter 4. Windows GDI, Controls, and Last-Minute Gift Ideas
Advanced GDI Graphics
Points, Lines, Polygons, and Circles
More on Text and Fonts
Timing Is Everything
Playing with Controls
Getting Information
The T3D Game Console
Summary
Part II. DirectX and 2D Fundamentals
Chapter 5. DirectX Fundamentals and the Dreaded COM
DirectX Primer
COM: Is It the Work of Microsoft… or Demons?
Working with DirectX COM Objects
The Future of COM
Summary
Chapter 6. First Contact: DirectDraw
The Interfaces of DirectDraw
Creating a DirectDraw Object
Cooperating with Windows
Getting into the Mode of Things
The Subtleties of Color
Building a Display Surface
Summary
Chapter 7. Advanced DirectDraw and Bitmapped Graphics
Working with High-Color Modes
Double Buffering
Surface Dynamics
Page Flipping
Using the Blitter
Clipper Fundamentals
Working with Bitmaps
Offscreen Surfaces
Bitmap Rotation and Scaling
Discrete Sampling Theory
Color Effects
Manual Color Transforms and Lookup Tables
The New DirectX Color and Gamma Controls Interface
Mixing GDI and DirectX
Getting the Lowdown on DirectDraw
Using DirectDraw in Windowed Modes
Summary
Chapter 8. Vector Rasterization and 2D Transformations
Drawing Lines
Basic 2D Clipping
Wireframe Polygons
Transformations in the 2D Plane
Introduction to Matrices
Translation
Scaling
Rotation
Solid Filled Polygons
Collision Detection with Polygons
More on Timing and Synchronization
Scrolling and Panning
Fake 3D Isometric Engines
The T3DLIB1 Library
The BOB (Blitter Object) Engine
Summary
Chapter 9. Uplinking with DirectInput and Force Feedback
The Input Loop Revisited
DirectInput Overture
Going Deeper with Force Feedback
Writing a Generalized Input System: T3DLIB2.CPP
Summary
Chapter 10. Sounding Off with DirectSound and DirectMusic
Sound Programming on the PC
And Then There Was Sound…
Digital Versus MIDI—Sounds Great, Less Filling
Sound Hardware
Digital Recording: Tools and Techniques
DirectSound on the Mic
Starting Up DirectSound
Primary and Secondary Sound Buffers
Rendering Sounds
Making DirectSound Talk Back
Reading Sounds from Disk
DirectMusic: The Great Experiment
DirectMusic Architecture
Starting Up DirectMusic
Loading a MIDI Segment
Manipulating MIDI Segments
The T3DLIB3 Sound and Music Library
Summary
Part III. Hardcore Game Programming
Chapter 11. Algorithms, Data Structures, Memory Management, and Multithreading
Data Structures
Algorithmic Analysis
Recursion
Trees
Optimization Theory
Making Demos
Strategies for Saving the Game
Implementing Multiple Players
Multithreaded Programming Techniques
Summary
Chapter 12. Making Silicon Think with Artificial Intelligence
Artificial Intelligence Primer
Deterministic AI Algorithms
Patterns and Basic Control Scripting
Modeling Behavioral State Systems
Modeling Memory and Learning with Software
Planning and Decision Trees
Pathfinding
Advanced AI Scripting
Artificial Neural Networks
Genetic Algorithms
Fuzzy Logic
Building Real AI for Games
Summary
Chapter 13. Playing God: Basic Physics Modeling
Fundamental Laws of Physics
The Physics of Linear Momentum: Conservation and Transfer
Modeling Gravity Effects
The Evil Head of Friction
Basic Ad Hoc Collision Response
Real 2D Object-to-Object Collision Response (Advanced)
Resolving the n-t Coordinate System
Simple Kinematics
Particle Systems
Playing God: Constructing Physics Models for Games
Summary
Chapter 14. The Text Generation
What Is a Text Game?
How Do Text Games Work?
Getting Input from the Outside World
Language Analysis and Parsing
Putting All the Pieces Together
Implementing Sight, Sound, and Smell
Making It Real-Time
Error Handling
Creeping Around with Shadow Land
The Language of Shadow Land
Building and Playing Shadow Land
Summary
Chapter 15. Putting It All Together: You Got Game!
The Initial Design of Outpost
The Tools Used to Write the Game
The Game Universe: Scrolling in Space
The Player's Ship: "The Wraith"
The Asteroid Field
The Enemies
The Power-Ups
The HUDS
The Particle System
Playing the Game
Compiling Outpost
Epilogue
Part IV. Appendixes
Appendix A. What's on the CD-ROMs
Appendix B. Installing DirectX and Using the C/C++ Compiler
Using the C/C++ Compiler
Appendix C. Math and Trigonometry Review
Trigonometry
Vectors
Appendix D. C++ Primer
What Is C++?
The Minimum You Need to Know About C++
New Types, Keywords, and Conventions
Memory Management
Stream I/O
Classes
The Scope Resolution Operator
Function and Operator Overloading
Summary
Appendix E. Game Programming Resources
Game Programming Sites
Download Points
2D/3D Engines
Game Programming Books
Microsoft DirectX Multimedia Exposition
Usenet Newsgroups
Keeping Up with the Industry: Blues News
Game Development Magazines
Game Web Site Developers
Xtreme Games LLC
Appendix F. ASCII Tables
Index
mfg Bonsai :huhu: