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Beginning Game Programming by Jonathan S. Harbour

By Jonathan S. Harbour

This booklet offers an advent to the total box of online game programming. As readers paintings throughout the e-book, they'll produce operating video games: one in 2nd and one in 3D--offering an exceptional creation to DirectX programming. starting with an advent to uncomplicated home windows programming, this ebook quick advances to the fundamentals of DirectX programming, relocating up from surfaces to textures after which to 3D versions. This booklet deals insurance of the introductory options of online game programming, paving the way in which for extra complex books at the topic. Readers will boost a operating wisdom of the terminology and fundamentals of video game programming that may permit them to growth to extra complex online game programming subject matters.

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Beginning Game Programming

This booklet presents an advent to the complete box of online game programming. As readers paintings throughout the e-book, they'll produce operating video games: one in 2nd and one in 3D--offering a great creation to DirectX programming. starting with an creation to uncomplicated home windows programming, this booklet fast advances to the fundamentals of DirectX programming, relocating up from surfaces to textures after which to 3D versions.

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The Windows operating system might be thought of as having a central nervous system of its own—based on events. When you press a key, a message is created for that keypress event and circulated through the system until a program picks it up and uses it. 11 were non-pre-emptive operating systems that technically were just very advanced programs sitting on top of 16-bit MS-DOS. These 13 14 Chapter 1 n Getting Started with Windows and DirectX early versions of Windows were more like MS-DOS shells than true operating systems, and, thus, were not able to truly ‘‘own’’ the entire computer system.

But there are many cases where you would use program parameters; an image viewer, for instance, will often be passed the name of a picture file to display. n int nCmdShow. The last parameter specifies how the program window is to HINSTANCE hPrevInstance. LPTSTR lpCmdLine. be displayed. You might have noticed that WinMain returns a value with the words int WINAPI in front of the function call. x. A return value of zero indicates that the program never made it to the main loop and was terminated prematurely.

Even the simplest of graphics programs will need to process messages. Believe it or not, doing something as simple as printing ‘‘Hello World’’ on the screen requires that you wait for a message to come along for painting the screen. Infuriating, isn’t it? Message handling does take some getting used to if you are used to just calling a function when you need something (like displaying text on the screen) done. Fortunately, we won’t spend much time in the basics of Windows because soon I’ll take you into the realm of DirectX.

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