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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 1

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

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 3

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

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 5

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

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 7

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

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 9

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

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 11

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 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 13

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

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 15

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

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 17

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 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 19

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

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 21

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

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 23

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

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 25

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

.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 27

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

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 29

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

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

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