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Tricks of the

Windows
Game Programming Gurus
fundamentals of 2D and 3D Game Programming

André Lamothe

201 West 103rd Street, Indianapolis, Indiana 46290

Tricks of the Windows Game Programming Gurus
Fundamentals of 2D and 3D Game Programming Copyright  1999 by Sams
All rights reserved. No part of this book shall be reproduced, stored in a retrieval system, or transmitted by anymeans, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the publisher. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Neither is any liability assumed fordamages resulting from the use of the information contained herein. International Standard Book Number: 0-672-31361-8 Library of Congress Catalog Card Number: 98-85491 Printed in the United States of America First Printing: October 1999 01 00 99 4 3 2

Executive Editor
Don Roche

Acquisitions Editor
Angela Kozlowski

Development Editors
Erik Dafforn Kezia Endsley

Managing EditorCharlotte Clapp

Project Editor
Carol Bowers

Copy Editors
Sean Medlock Aaron Black Howard Jones

Indexer
Erika Millen

Proofreader
Betsy Smith

Technical Editor

Trademarks
All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. Sams cannot attest to the accuracy of this information. Use of a term in this book should not beregarded as affecting the validity of any trademark or service mark.

Steve Haines

Software Development Specialists
John Warriner Dan Scherf

Interior Design

Warning and Disclaimer
Every effort has been made to make this book as complete and as accurate as possible, but no warranty or fitness is implied. The information provided is on an “as is” basis. The author and the publishershall have neither liability nor responsibility to any person or entity with respect to any loss or damages arising from the information contained in this book or from the use of the CD or programs accompanying it.

Gary Adair

Cover Design
Alan Clements

Layout Technicians
Brandon Allen Tim Osborn Staci Somers

Contents at a Glance
Introduction 1

Part I
1 2 3 4

WindowsProgramming Foundations
Journey into the Abyss 9 The Windows Programming Model Advanced Windows Programming 47 95

7

Windows GDI, Controls, and Last-Minute Gift Ideas

165

Part II
5 6 7 8 9 10

DirectX and 2D Fundamentals
First Contact: DirectDraw 241

211
213

DirectX Fundamentals and the Dreaded COM

Advanced DirectDraw and Bitmapped Graphics Vector Rasterization and 2DTransformations

287

401 537 589

Uplinking with DirectInput and Force Feedback Sounding Off with DirectSound and DirectMusic

Part III
11 12 13 14

Hardcore Game Programming

645
647 713

Algorithms, Data Structures, Memory Management, and Multithreading Making Silicon Think with Artificial Intelligence Playing God: Basic Physics Modeling Putting It All Together: You Got Game! 797 875 Part IV
A B C D E F

Appendixes
What’s on the CD

901
903 907

Installing DirectX and Using the C/C++ Compiler Math and Trigonometry Review 911 C++ Primer 925 949

Game Programming Resources ASCII Tables 955

Index

961

Table of Contents
Introduction 1

PART I
1

Windows Programming Foundations

7

Journey into the Abyss 9 A LittleHistory........................................................................................9 Designing Games ..................................................................................13 Types of Games ....................................................................................13 Brainstorming ........................................................................................14 The Design Document and...
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