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Introduction to 3d game programming with directx 11
Introduction to 3d game programming with directx 11







introduction to 3d game programming with directx 11
  1. INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 CODE
  2. INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 SERIES

Luna is a 3D programming expert and the author of several books on DirectX programming.

INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 CODE

An accompanying DVD includes source code and digital copies of all example images used in the text. Chapters include numerous code examples and screenshots, as well as chapter exercises.

INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 SERIES

A series of appendices cover technical data and additional advanced topics and examples. Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles lighting, texturing, and blending shaders cube mapping ambient occlusion meshes and character animation. Intended for C++ programmers and other intermediate level 3D programmers interested in the intricacies of DirectX, this volume on game oriented 3D graphics provides practical instruction for performing common tasks within this popular Microsoft Windows based graphics API. FEATURES + Work with new Direct3D 11 features such as hardware tessellation and the compute shader + Thoroughly covers 3D rendering fundamentals such as lighting, texturing, blending and stenciling + Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, particle systems, and character animation + End-of-chapter exercises included to test understanding and provide hands on experience working with DirectX 11 Table of Contents: Part I - Mathematical Prerequisites.

introduction to 3d game programming with directx 11

Includes a companion DVD with code, animation and 4-color figures. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, and covers advanced rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, particle systems, and character animation. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects.

introduction to 3d game programming with directx 11

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11.









Introduction to 3d game programming with directx 11