DirectX 11.1 game programming:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham
Packt Publishing
[2013]
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | Includes index Online resource; title from PDF title page (ebrary, viewed September 24, 2013) |
Beschreibung: | 1 online resource (146 pages) illustrations |
ISBN: | 9781849694810 1849694818 184969480X 9781849694803 |
Internformat
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500 | |a Includes index | ||
500 | |a Online resource; title from PDF title page (ebrary, viewed September 24, 2013) | ||
505 | 8 | |a Annotation | |
505 | 8 | |a Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class? | |
505 | 8 | |a InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading | |
505 | 8 | |a Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique | |
505 | 8 | |a The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index | |
630 | 0 | 4 | |a DirectX. |
650 | 7 | |a DirectX. |2 fast | |
650 | 4 | |a Computer games / Programming | |
650 | 4 | |a DirectX 11.1 | |
650 | 4 | |a DirectX. | |
650 | 7 | |a GAMES / Board |2 bisacsh | |
650 | 7 | |a Computer games / Programming |2 fast | |
650 | 4 | |a Computer games |x Programming | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Eimandar, Pooya |
author_facet | Eimandar, Pooya |
author_role | aut |
author_sort | Eimandar, Pooya |
author_variant | p e pe |
building | Verbundindex |
bvnumber | BV043779504 |
collection | ZDB-4-EBA ZDB-4-ITC |
contents | Annotation Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class? InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index |
ctrlnum | (ZDB-4-EBA)ocn861526619 (ZDB-4-ITC)ocn861526619 (OCoLC)861526619 (DE-599)BVBBV043779504 |
dewey-full | 794.81536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81536 |
dewey-search | 794.81536 |
dewey-sort | 3794.81536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV043779504 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:34:53Z |
institution | BVB |
isbn | 9781849694810 1849694818 184969480X 9781849694803 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029190564 |
oclc_num | 861526619 |
open_access_boolean | |
owner | DE-1046 DE-1047 |
owner_facet | DE-1046 DE-1047 |
physical | 1 online resource (146 pages) illustrations |
psigel | ZDB-4-EBA ZDB-4-ITC ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Packt Publishing |
record_format | marc |
spelling | Eimandar, Pooya Verfasser aut DirectX 11.1 game programming Pooya Eimandar Birmingham Packt Publishing [2013] © 2013 1 online resource (146 pages) illustrations txt rdacontent c rdamedia cr rdacarrier Includes index Online resource; title from PDF title page (ebrary, viewed September 24, 2013) Annotation Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class? InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index DirectX. DirectX. fast Computer games / Programming DirectX 11.1 GAMES / Board bisacsh Computer games / Programming fast Computer games Programming Erscheint auch als Druck-Ausgabe Eimandar, Pooya DirectX 11.1 Game Programming |
spellingShingle | Eimandar, Pooya DirectX 11.1 game programming Annotation Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class? InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index DirectX. DirectX. fast Computer games / Programming DirectX 11.1 GAMES / Board bisacsh Computer games / Programming fast Computer games Programming |
title | DirectX 11.1 game programming |
title_auth | DirectX 11.1 game programming |
title_exact_search | DirectX 11.1 game programming |
title_full | DirectX 11.1 game programming Pooya Eimandar |
title_fullStr | DirectX 11.1 game programming Pooya Eimandar |
title_full_unstemmed | DirectX 11.1 game programming Pooya Eimandar |
title_short | DirectX 11.1 game programming |
title_sort | directx 11 1 game programming |
topic | DirectX. DirectX. fast Computer games / Programming DirectX 11.1 GAMES / Board bisacsh Computer games / Programming fast Computer games Programming |
topic_facet | DirectX. Computer games / Programming DirectX 11.1 GAMES / Board Computer games Programming |
work_keys_str_mv | AT eimandarpooya directx111gameprogramming |