Windows Game Programming For Dummies, 2nd EditionISBN: 978-0-7645-1678-8
Paperback
456 pages
October 2002
This is a Print-on-Demand title. It will be printed specifically to fill your order. Please allow an additional 10-15 days delivery time. The book is not returnable.
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Foreword xxiii
Introduction 1
Part 1: Getting Familiar with Windows Programming 7
Chapter 1 Setting Up for Windows 95/98/NT Game Programming 9
Chapter 2 Exploring the Basics of Video Game Design 15
Chapter 3 The Nuts and Bolts of Windows 95/98/NT Programming 39
Chapter 4 How to Handle Big Events 67
Chapter 5 Putting windows GDI to Work: Drawing Text and Graphics 83
Chapter 6 Wrapping Up Windows Programming 113
Part II Jacking In with DirectX 133
Chapter 7 The Architecture of DirectX and the Dreaded COM 135
Chapter 8 Getting to Know DirectDraw 151
Chapter 9 Using the DirectDraw Crayons 161
Chapter 10 Digging into DirectDraw: Animation and Bitmaps 187
Chapter 11 Digging Deeper into DirectDraw: Advanced Features 217
Chapter 12 The GPDUMB Game Engine, Part I 249
Part III The Rest of the Puzzle: Sound, Input, and Setup 291
Chapter 13 Making Noise with DirectSound 293
Chapter 14 The Ins and Outs of DirectInput 323
Chapter 15 Press OK to Install: Using DirectSetup and Autoplay 353
Chapter 16 GPDUMB Part II – The Final Conflict 363
Part IV The Glue of Games 389
Chapter 17 What Goes Up Must come Down: Physics Modeling 391
Chapter 18 Putting the Game Engine to Work with Underworld 413
Chapter 19 Marketing Your Madness 419
Part V The Part of Tens 423
Chapter 20 Ten Basic Rules of Game Design 425
Chapter 21 Ten Biggest Mistakes Game Programmers Make 431
Chapter 22 Ten Best Game Programming Resources on the Web 435
Part VI Bonus Chapters ….on the CD-ROM
Chapter 23 The Lowdown on Artificial Intelligence
Chapter 24 Game Programming Potpourri
Appendix: About the CD 439
Index 445
Hungry Minds End-User License Agreement 467
Installation Instructions 469
Book Registration Information … back of Book