Programar Juegos En C++
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 875Part 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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