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NET Game Programming with DirectX 9.0 P2

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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 Microsofts Visual Studio.Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 Chapter 3 Chapter 4 - .Nettrix: GDI+ and Collision Detection Figure .Netterpillars: a screen into 64 zones Chapter 2 - 1-17: DividingArtificial Intelligence and Sprites
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.NET Game Programming with DirectX 9.0 P2 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen ISBN:1590590511 Hatton 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 Microsofts Visual Studio.Table of Contents.NET Game Programming with DirectX 9.0ForewordPrefaceIntroductionChapter 1 - .Nettrix: GDI+ and Collision DetectionChapter 2 - 1-17: DividingArtificial Intelligence and Sprites Figure .Netterpillars: a screen into 64 zonesChapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ If all we want to know is whether a certain zone contains an object (disregarding which one), we can useChapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio bytes (instead of arrays) to store the zone information, where each bit will represent a zone on screen; thisChapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen is called zoningwith bits. We can divide our screen in zones according to the number of bits on eachChapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow variable used: 64 (8 × 8) zones with a byte, 256 (16 × 16) zones in an int16, 1024 (32 × 32) zones in anChapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API int32, and so on.Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Using 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access toChapter the zoning with bits method, at each game loop we reset the variables and, for each object, we process anyNonmanaged We then calculate the zone of each object (multiply the current position of the movement. CodeBonus Chapter Porting .Nettrix to on each axis and divide by the width or height of the screen), and set the bit object by the number of zones Pocket PCAppendix A - Theto the result Gaming corresponding State of PC at the x-axis variable and at the y-axis variable, accordingly. We have to set aAppendix bit-ifMotivations in Games second B the sum of the position and the size of the object (width for x axis, height for y axis) lies in another zone.Appendix C - How Do I Make Games?Appendix D - Guidelines for Developing Successful Games If when checking the variables we see that the bit in both variables is already set, then theres an object inIndex our zone, so we check all the objects to find out which one it is. Using this method, if we have 15 objectsList of Figures on the screen, and only one collision, well have to do only one check against a given number of objectsList of Tables (14 in the worst case of this scenario), instead of 15 tests with 14 objects. This method has some drawbacks: We dont know which object set the bit, so we have to test all the objects looking for the collision. Some ghost objects are created when crossing the bit set for the x zone by one object with the bit set for the y zones by another object, as depicted by Figure 1-18. .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen ISBN:1590590511 Hatton 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 Microsofts Visual Studio.Table of Contents.NET Game Programming with DirectX 9.0ForewordPrefaceIntroductionChapter 1 - .Nettrix: GDI+ and Collision DetectionChapter 2 Figure 1-18: Using zone Intelligence and big objects (like the bricks), therell be lots of ghost - .Netterpillars: Artificial bits, if we have SpritesChapter 3 objects. - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudioChapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen This method is most useful when we want to test a group of objects against other objects (for example,Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow bullets against enemies on screen); if we need to test all the objects against each of the others, wedChapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API better use zoning with arrays of bits, as described in the next section.Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay D-iNfEcT: Multithreading, Nonrectangular Windows, a ...

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