Wonder Club world wonders pyramid logo
×

Isometric Game Programming with DirectX 7.0 Book

Isometric Game Programming with DirectX 7.0
Be the First to Review this Item at Wonderclub
X
Isometric Game Programming with DirectX 7.0, Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy ga, Isometric Game Programming with DirectX 7.0
out of 5 stars based on 0 reviews
5
0 %
4
0 %
3
0 %
2
0 %
1
0 %
Digital Copy
PDF format
1 available   for $99.99
Original Magazine
Physical Format

Sold Out

  • Isometric Game Programming with DirectX 7.0
  • Written by author Ernest Pazera, Andre LaMothe
  • Published by Premier Press, 2001/03/15
  • Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy ga
Buy Digital  USD$99.99

WonderClub View Cart Button

WonderClub Add to Inventory Button
WonderClub Add to Wishlist Button
WonderClub Add to Collection Button

Book Categories

Authors

Introduction
Part I: The Basics
Chapter 1: Introduction to WIN32 Programming
Conceptual Overview of Windows Programs
Of HWNDs and HINSTANCEs
Life in an Event-Driven Operating System
Window Procedures
The WinMain Function
The Message Pump
Creating a Window
Other Initialization
The Window Procedure
Mouse Messages
Other Window Messages
WM_ACTIVATEAPP
Managing Your Windows
System Metrics
Summary
Chapter 2: The World of GDI and Windows Graphics
RECT and POINT
Anatomy of a Window
Device Contexts
GDI Objects
Pixel Plotting with GDI
Using Pens
Brushes
Pens and Brushes Together: Shape Functions
Summary
Chapter 3: Fonts, Bitmaps, and Regions
Working with Fonts
Creating and Using Regions
Creating and Using Bitmaps
Summary
Chapter 4: DirectX at a Glance
DirectX Components
DirectX Configuration
Tradition and COM
Summary
Chapter 5: Using DirectDraw
Creating the IDirectDraw7 Object
Setting the Cooperative Level
Enumerating Display Modes
Setting the Display Mode
Retrieving the Current Display Mode
A Final Thing: Releasing Objects
Summary
Chapter 6: Surfaces
What Is a Surface?
Creating a Surface
Using Surfaces
A DirectDraw Wrapper
Empowering the User
Summary
Chapter 7: IDirectDrawClipper Objects and Windowed DirectDraw
Using IDirectDrawClipper
Windowed DirectDraw
Summary
Chapter 8: DirectSound
The Nature of Sound
The WIN32 Way to Play Sounds
The IDirectSound Object
The IDirectSoundBuffer Object
Using WAV Files
The DSFuncs Library
Empowering the User
Summary
Chapter 9: Game Design Theory
A Definition of Game
The Intangible Nature of Games
Why We Play
Computer Games
Game Analysis
Designing a Game
From Theory to Practice
Empowering the User: Giving Thought to the User Interface
Making a Real Game
A Few Words about Finishing Games
Summary
Part II: Isometric Fundamentals
Chapter 10: Tile-Based Fundamentals
What Does "Tile-Based" Mean?
Myths about Tile-Based Games
Tile-Based Terminology
An Introduction to Rectangular Tiles
Managing Tilesets
A TileSet Class
An Animated Sprite Example
Taking Control
Tilemap Basics
Rendering a Tilemap
A Simple TileMap Editor
A Tile-Based Example: Reversi
Summary
Chapter 11: Isometric/Hexagonal Tile Overview
Introduction to IsoHex
IsoHex Tiles versus Rectangular Tiles
IsoHex Tilemaps versus Rectangular Tilemaps
Isometric Engines versus Rectangular Engines
The Three Types of IsoHex Tilemaps
IsoHex Tilesets and the Importance of Anchors
Summary
Chapter 12: Slide Isometric Tilemaps
Interlocking IsoHex Tiles
Coordinate System
Tile Plotting
Scrolling
Tile Walking
Mousemapping
Summary
Chapter 13: Staggered Tilemaps
Coordinate System
Tileplotting
Tilewalking
Unique Properties of Staggered Maps
Chapter 14: Diamond Maps
Coordinate System
Tileplotting
Scrolling Revisited
Mousemapping
Summary
Chapter 15: The IsoHexCore Engine
Overview of IsoHexCore
IsoHexDefs.h
IsoTilePlotter.h/IsoTilePlotter.cpp
IsoTileWalker.h/IsoTileWalker.cpp
IsoScroller.h/IsoScroller.cpp
IsoMouseMap.h/IsoMouseMap.cpp
IsoHexCore.h
An IsoHexCore Example
Summary
Part III: Isometric Methodology
Chapter 16: Layered Maps and Optimized Rendering
Layered Map Basics
Layered Map Methods
A More Efficient Tile Blitting Algorithm
Summary
Chapter 17: Further Rendering Optimizations
Get Rid of Blt
Whittling down the Blits per Frame
Summary
Chapter 18: Object Placement and Movement
Object Placement (COP versus FOP)
Coarse Object Placement
Summary
Chapter 19: Object Selection
Simple Object Selection
Pixel-Perfect Object Selection
Minimap, Zones of Control, and the Fog of War
Summary
Chapter 20: Isometric Art
Tile Ripping and Slanting
Extra Graphical Operations
Summary
Chapter 21: Fringes and Interconnecting Structures
Fringes
Interconnecting Structures
Summary
Part IV: Advanced Topics
Chapter 22: World Generation
What Is World Generation?
Using Mazes
Growing Continents
Summary
Chapter 23: Pathfinding and AI
What Is AI?
Really Simple AI Stuff
More Advanced Pathfinding Algorithm
Making Pathfinding Useful
Summary
Chapter 24: Introduction to Direct3D
Direct3D as a 2D Renderer
Direct3D Basics
Textures
Summary
Chapter 25: The Much-Anticipated ISO3D
D3DFuncs.h/D3DFuncs.cpp
Plotting Tiles in IS03D
Dynamic Lighting
Height Mapping
Tile Selection/Mousemapping
Summary
Chapter 26: The Road Ahead
Current Trends
What Lies Ahead
Part V: Appendices
Appendix A: Loading Sample Projects Into the IDE
Coding Conventions
Appendix B: Hexagonal Tile-Based Games
Iso versus Hex
What's the Difference?
Summary
Appendix C: IsoHex Resources
See the Sites
Hit the Books
Drop Me a Line


Login

  |  

Complaints

  |  

Blog

  |  

Games

  |  

Digital Media

  |  

Souls

  |  

Obituary

  |  

Contact Us

  |  

FAQ

CAN'T FIND WHAT YOU'RE LOOKING FOR? CLICK HERE!!!

X
WonderClub Home

This item is in your Wish List

Isometric Game Programming with DirectX 7.0, Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy ga, Isometric Game Programming with DirectX 7.0

X
WonderClub Home

This item is in your Collection

Isometric Game Programming with DirectX 7.0, Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy ga, Isometric Game Programming with DirectX 7.0

Isometric Game Programming with DirectX 7.0

X
WonderClub Home

This Item is in Your Inventory

Isometric Game Programming with DirectX 7.0, Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy ga, Isometric Game Programming with DirectX 7.0

Isometric Game Programming with DirectX 7.0

WonderClub Home

You must be logged in to review the products

E-mail address:

Password: