II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmana
Trang 1Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
compilation errors, porting games and, 583–86
complex user interfaces, player motivation and, 616
compromises, game development, 596–98
computer-controlled players, 73, 95, 488 See also nonplayer characters (NPCs)configurations
game, 87 (see also configuration screens)
constant world games, 484–85
consumer content, facilitating, 633
consumer expectations, 597–601 See also players
broad audiences and, 628
high-end, 599–600
low-end, 600–601
and unsuccessful movement of games to 3D environments, 598–99
value and gameplay, 598
Trang 2.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
cyclic approach, object-oriented, 25
cycling, mouse pointer, 399
cycling movements, animation and, 424–26
Trang 3Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
access (see ADO.NET data access)
internal, and artificial intelligence, 73
models, 381–82, 456
PC gaming market sales, 604–9
types (see data types)
DataAdapter objects, 356–57
DataReader objects, 356–57
DataSet objects, 356–57
data types
multiplayer games and, 486–87
Visual Basic NET, 34, 244, 267
dead zone, joystick, 305
death match game, 520
debugging, porting games and, 585
decisions, commercial games and, 629–30
Declare statement, 557
Deer Hunter game, 600–601, 605
demo games, 610
deploying programs to emulator, 577–80
depth buffers, DirectX, 148
designed content limit, 613
designing games by playing, 629
desktop PC programs and operating systems on mobile devices, 580–81
destroying sessions, 502–5
development, game See game development
device contexts, creating Graphics objects from specified handles to, 6–7
input (see input devices)
mobile (see mobile devices)
writing text to, 291–95, 337–39
Diablo games, 603–4, 608, 609, 633
dialog boxes, 129
dialogs, Magic KindergarteN II
answer blocks and, dialog paths, 451–53
adding support for, to active objects, 457–59
coding, 462–73
finishing, 471–73
letting player choose character's speech, 465–69
mouse events and, 462–63
Trang 4.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
calculating collisions for, 16
extending proximity algorithms for 3-D, 22
differentiation, commercial games and, 628–29
difficulty levels See levels
Dim statement, 34
D-iNfEcT game, 547–74
accessing nonmanaged code, 556–58, 571–72
child window movement, 569–70
DirectMusic, DirectSound, and, 233–36
DirectX and, 145 (see also DirectX)
River Pla.Net classes, 236–49, 283–85
DirectDraw object, 144, 145
DirectInput
basic routines, 297
classes for River Pla.Net II, 297–301 (see also River Pla.Net II game)
DirectX and, 145 (see also DirectX)
DirectAudio, DirectSound, and, 233–36
DirectX and, 145 (see also DirectX)
River Pla.Net class, 239–49, 283–85, 339
DirectMusic Producer, 233
DirectPlay, 491–93 See also multiplayer games; Netterpillars II game
broadcasting, 482
DirectX and, 145 (see also DirectX)
hosts and clients, 491–92, 493
for Pocket PC, 580
Trang 5Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
DirectX and, 145 (see also DirectX)
Magic KindergarteN, 407–9 (see also Magic KindergarteN game)
streaming media and, 347, 358–61
DirectSound
DirectAudio, DirectMusic, and, 233–36
DirectX and, 145 (see also DirectX)
River Pla.Net class, 236–39, 283–85
coordinate systems and projections, 152–59
DirectX and, 143 (see also DirectX)
drawing primitives and texture, 159–66
smoothing animations with frame rates, 205–7
sprite class for River Pla.Net game, 225–33
testing matrix transformations, 197–205
display modes, DirectX, 150, 172–74, 181
Dispose method, 86, 109, 171, 184–85, 233 See also garbage collection
Trang 6.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Down method, Block class, 41–44
drafts, object-oriented analysis and multiple, 95
drawing
Branch class method, 105–6
Direct3D primitives, 159–63
DirectX sprites, 232
Font object method, 293
GameFont class method, 294–95
MagicKindergarteN characters, 369–71, 410–17
Player class method, 275–77
RiverEngine class method, 269–71
sprites, 81, 82, 85–86
tiles, 289–90
drivers, 31, 35, 435
D3DX utility library, 158
Dungeons and Dragons game, 348
duration, force-feed joystick, 342
Trang 7Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
emotions, animating posture to reveal, 429–30
empty map games, 627 See also commercial games
emulator, deploying programs to, 577–80
game over screens (see game over screens)
player motivation and, 616
proposals and criteria for, 24
side scroller games, 622
e parameter, creating Graphics objects with, 5
epic games as franchise games, 631
erasing sprites, 85–86
errors
avoiding, in multithreaded programs, 550–52
Direct3D programs and, 152
multiplayer games and, 489
porting games and, 583–86
structured handling of, 58, 245
Trang 8.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API
Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Index
List of Figures
List of Tables
game engines and, 27
input devices and, 297, 319–21
Trang 9Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+
Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow
Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API
Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
fast sprite drawing, 81–82 See also performance
features, project See proposals
feedback, player, 610
females, 628
fields, game See game fields
files, music and sound, 234
flexible parts, animation and, 427
flexible vertex formats (FVF), 163–66, 181–83, 193–94, 197–98, 219, 396–97 See also vertex collections
Flight Simulator game, 608
Font object, 293, 337
Force Editor, 341
force-feed joysticks, 317, 341–46
foreground access to input devices, 303
forms See also screens; windows
game engines in, 60–63
Visual Basic NET and, 109, 129
FPU_Preserve flag, 148
frame rates
Direct3D animation and, 179, 205–7
multiplayer game start, 544–45
River Pla.Net, 272, 275
frames, animation, 424–25
franchise games
building upon, 602–3
creating commercial, 631 (see also commercial games)
industry expectations and, 601–4
realistic game development goals and, 617
sales data, 608–9
successful, 603–4
Frankenstein syndrome, 53
Trang 10.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
commercial games and, 630–31
interesting decisions as, 629–30
low-end games and, 601
Trang 11Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
game development, 617-26 See also NET game programming
budgets and schedules vs quality, 634
building understanding of, 623
compromises, 596-98
costs, 597
financial expectations, 624-25
first level Tetris-like games, 618-19
guidelines for commercial, 627-34 (see also commercial games)
polishing games, 622-23
pride in finished games, 625
second level games, 619-22
Magic KindergarteN II, 462-69
main program and, 97
game fields See also screens
collision detection and, 17-21
GameMusic class, River Pla.Net, 239-49, 283-85, 339
game over screens See also ending games
.Netterpillars, 131-32, 138-40
.Netterpillars II, 542-43
game physics
artificial intelligence vs., 72
game engines and, 95 (see also game engines)
gameplay See also playing
accessible, in first fifteen minutes, 630
Alice game, 596
basic, 623
Trang 12.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
game programming See NET game programming
gamers See players
GameSound class, River Pla.Net, 236-39, 283-85
gaming market See PC gaming market
mobile devices and, 580
.Netterpillars game and, 70 (see also Netterpillars game)
.Nettrix game and, 1 (see also Nettrix game)
grammar, speech recognition, 437
grand endings, 616 See also ending games
graphical adventure games, 350 See also adventure games
graphics
antialiasing, 4
commercial games and, 631
Trang 13Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Index
List of Figures
List of Tables
2-D (see GDI+)
Visual Basic NET routines, 60
graphics, 3-D See also Direct3D
collision detection algorithms, 21-22
coordinate systems, 152-59
gameplay vs., 599-600, 603
unsuccessful movement of games to 3D environments, 598-99
Graphics objects, 4-7
creating, from images, 6
creating, from specified handles to device contexts, 6-7
creating, with e parameter, 5
creating, with window handles, 6
drawing sprites, 81-82 (see also sprites)
Trang 14.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
creating Graphics objects from specified, for device contexts, 6–7
creating Graphics objects from window, 6
DirectX window, 150
Handles keyword, 5, 196
hardware abstraction layer (HAL), 147
hardware acceleration See DirectX
HardwareVertexProcessing flag, 147
Hassanpour, Sarbasst, 611
head positions, mouth animation and, 433
hearing distance and player sounds, 78
hiding latency from players, 487–88
high-end consumer expectations, 599–600
Trang 15Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
images See also GDI+
animating parts of, 430–32 (see also animation)
blitting, 82, 144, 145
creating Graphics objects from, 6
loading, for scrolling, 214
point-and-click adventure games, 352
sprites (see sprites)
imitation, commercial games and, 628–29
Imports clause, 222
industry expectations, 597, 601–3
Inherits keyword, 102, 230
initialization See also New method
Direct3D and game map, 268
innovation, commercial games and, 628–29
input classes, DirectInput, 297–301 See also River Pla.Net II game
input devices See also joystick; keyboard; mouse
Internet See also Web sites
collision detection algorithms, 9
Trang 16.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Trang 17Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Trang 18.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
key frames, animation, 424
known occurrence, greater rewards with, 612
Trang 19Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
left-handed coordinate systems, 153
Left method, Block class, 41-44
Lego Island game, 605, 609
Leisure Suit Larry games, 350
Lemmings game, 598
letters to developers, 609-10
levels
artificial intelligence and, 73
balanced games and, 490
Breakout, 620
multiple gaming experiences and, 632
.Nettrix feature, 65-66
rewards and, 613, 616
River Pla.Net game map and, 289
side scroller games, 621
LineList type, Direct3D, 161
line of sight algorithms, 76-78, 79
LineStrip type, Direct3D, 161
list box items, 500
listing existing sessions on remote computers, 505-12
local area networks (LANs), 479
Lode Runner game, 598
loops, game, 619
Trang 20.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Trang 21Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
ADO.NET and data access, 355-58, 383-94
adventure games and, 347-55
mouse pointer actions, 402-9
planning main program flow, 382
user interface elements, 374-75
Magic KindergarteN II game, 423-76 See also Magic KindergarteN game
letting player choose character's speech, 465-69
mouse pointer for talk action, 459-60
user interface elements, 454
magnitude, force-feed joystick, 342
Trang 22.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
maps, game See also game fields
empty map games, 627 (see also commercial games)
neverending, 289
text file and, 256, 262-71
market See PC gaming market
Mech Commander game, 608
media, streaming See also DirectShow
Meier, Sid, 627
memory
garbage collection (see garbage collection)
multithreading (see multithreading)
methods that receive, 530-32
methods that send, 529-30
Visual Basic NET, 60
Microsoft Access database, 381-82, 387-94
Microsoft Visual Basic NET See Visual Basic NET
Trang 23Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
choosing platform and project type, 577
creating Smart Device Applications, 576
deploying programs to emulator, 577-80
.Net Framework and, 575
porting Nettrix to (see .Nettrix II gam e)
running desktop PC programs and operating systems on, 580-81
modal and modeless forms, 129
competition and comparison, 614
complex user interfaces and, 616
mouth positions and sounds, 432-34
speech generation and, 438-48, 473-75
movie tie-in games, 605, 606
moving objects
bullets, 333-35
collision detection, 327-29 (see also collision detection)
child windows, 569-70
Trang 24.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
ships and planes, 316-17, 324-26
MPEG video files, 347
hiding latency from players, 487-88
message types and sizes, 486-87
multithreading and, 489-90
.Netterpillars II features, 532-41 (see also Netterpillars II game)
never trusting the Internet, 490-91
peer-to-peer connections, 478-79
planning, 482-85, 485-91
preventing cheating, 488-89
ring topology, network groups, broadcasting, 481-82
screen freeze problem, 477-78
creating multiple threads, 549-50
D-iNfEcT, 566-69 (see also D-iNfEcT game)
DirectInput and, 296
DirectSound and, 237-38
DirectX and, 148
multiplayer games, 489-90
polling input devices, 306-8
processes, threads, and, 548-49
Mushroom class, 92, 102
music, commercial games and, 631 See also DirectMusic; DirectShow
MyBase keyword, 102
Myst game, 603-4, 605, 608
Trang 25Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+
Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow
Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API
Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
.NET Compact Framework, 576, 579
.NET Framework See also NET game programming; Visual Basic NET; Visual Studio NET
COM objects and, 233
constants and enumerations, 52
.NET game programming
ADO.NET data access, 355-58 (see also ADO.NET data access)
adventure games, 347-55
animation, 423-35 (see also animation)
artificial intelligence, 69, 72-79
collision detection, 9-22
D-iNfEcT game (see D-iNfEcT game)
DirectAudio, 233-36 (see also DirectAudio; DirectMusic; DirectSound)
DirectInput, 295-315 (see also DirectInput)
guidelines for commercial games, 627-34 (see also commercial games)
Magic KindergarteN game (see Magic KindergarteN game; Magic KindergarteN II game)for mobile devices, 575-81
multiplayer games, 477-91
multithreading, 547-52
.Netterpillars game (see Netterpillars game; Netterpillars II game)
.Nettrix game (see Nettrix game; Nettrix II gam e)
nonmanaged code access, 556-58
sprites, 80-86 (see also sprites)
Speech API, 435-48 (see also Speech API)
Trang 26.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
new spider characters, 141
object-oriented programming and, 70-72
connecting to remote sessions, 512-13
creating and destroying sessions, 502-5
DirectPlay and, 491-93
game engine and multiplayer features, 532-41
game over screen, 542-43
multiplayer games and, 477-91
NetworkGame class interface, 493-97
Trang 27Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
increasing game rewards, 593-94
mobile devices and, 575-81
project, 581-83
proposal, 581
updating Block class, 588-89
updating game engine class, 586-87
updating game form, 589-93
updating Square class, 587-88
Network Address Translation (NAT), 491
network connections See connections
networked or network-enabled games See multiplayer games
methods that receive messages, 530-32
methods that send messages, 529-30
neural networks, 75-76
neverending game maps, 289
New method See also initialization
Visual Basic NET, 37
next block feature, Nettrix, 63-65
nonexclusive input device access, 303
nonmanaged code, 556-58, 571-72
nonplayer characters (NPCs) See also player characters
adventure game, 353
Trang 28.NET Game Programming with DirectX 9.0
by Alexandre Santos Lobão and Ellen Hatton
ISBN:1590590511
Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Trang 29Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft's Visual Studio.
Chapter 1 - Nettrix: GDI+ and Collision Detection
Chapter 2 - Netterpillars: Artificial Intelligence and Sprites
Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio
Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen
Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN II: Animation Techniques and Speech API Chapter 8 - Netterpillars II: Multiplayer Games and Directplay
Chapter 9 -D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to
Nonmanaged Code
Bonus Chapter Porting Nettrix to Pocket PC
Appendix A - The State of PC Gaming
Appendix B - Motivations in Games
Appendix C - How Do I Make Games?
Appendix D - Guidelines for Developing Successful Games
Index
List of Figures
List of Tables
O
objectives See proposals
object-oriented analysis (OOA), 70
object-oriented programming (OOP)
active (see active objects)
behavior of, 72 (see also artificial intelligence)
DirectX, 144-45
moving (see moving objects)
nonrectangular (see nonrectangular objects)
opening sequences, animation, 476 See also starting games
operating systems, mobile devices and, 580-81 See also Windows
operators, comparison, 55
opposing player AI, 73
originality vs practicality, 601
optimizing collision calculations, 17-21
tiled game field approach, 17-18
zoning with arrays of bits approach, 20-21
zoning with bits approach, 18-20