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Isometric Game Programming with DirectX 7 0 1st Edition by Ernest Pazera ISBN 0761530894 978-0761530893

  • SKU: BELL-2158978
Isometric Game Programming with DirectX 7 0 1st Edition by Ernest Pazera ISBN 0761530894 978-0761530893
$ 31.00 $ 45.00 (-31%)

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Isometric Game Programming with DirectX 7 0 1st Edition by Ernest Pazera ISBN 0761530894 978-0761530893 instant download after payment.

Publisher: Muska & Lipman/Premier-Trade
File Extension: PDF
File size: 20.33 MB
Pages: 751
Author: Ernest Pazera
ISBN: 9780761530893, 0761530894
Language: English
Year: 2002
Edition: 1

Product desciption

Isometric Game Programming with DirectX 7 0 1st Edition by Ernest Pazera ISBN 0761530894 978-0761530893 by Ernest Pazera 9780761530893, 0761530894 instant download after payment.

Isometric Game Programming with DirectX 7.0 1st Edition by Ernest Pazera - Ebook PDF Instant Download/Delivery: 0761530894, 978-0761530893

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Product details:

ISBN 10: 0761530894 

ISBN 13: 978-0761530893

Author: Ernest Pazera

Isometric Game Programming with DirectX takes you from zero to DirectX, literally! Beginning with game programming basics you will explore such topics as WIN32 programming basics, GDI fundamentals, fonts, regions and bitmaps, DirectDraw, and Game Logic. You'll then move on to Isometric fundamentals and methodology as well as advanced topics such as Random World Generation and Direct3D.This book is a comprehensive Isometric game programming guide ideal for any serious game developer!

Table of contents:

Introduction

Part I: The Basics

  • Chapter 1: Introduction to WIN32 Programming

  • Chapter 2: The World of GDI and Windows Graphics

  • Chapter 3: Fonts, Bitmaps, and Regions

  • Chapter 4: DirectX at a Glance

  • Chapter 5: Using DirectDraw

  • Chapter 6: Surfaces

  • Chapter 7: IDirectDrawClipper Objects and Windowed DirectDraw

  • Chapter 8: DirectSound

  • Chapter 9: Game Design Theory

Part II: Isometric Fundamentals

  • Chapter 10: Tile-Based Fundamentals

  • Chapter 11: Isometric/Hexagonal Tile Overview

  • Chapter 12: Slide Isometric Tilemaps

  • Chapter 13: Staggered Tilemaps

  • Chapter 14: Diamond Maps

  • Chapter 15: The IsoHexCore

Part III: Isometric Methodology

  • Chapter 16: Layered Maps and Optimized Rendering

  • Chapter 17: Further Rendering Optimizations

  • Chapter 18: Object Placement and Movement

  • Chapter 19: Object Selection

  • Chapter 20: Isometric Art

  • Chapter 21: Fringes and Interconnecting Structures

Part IV: Advanced Topics

  • Chapter 22: World Generation

  • Chapter 23: Pathfinding and AI

  • Chapter 24: Introduction to Direct3D

  • Chapter 25: The Much-Anticipated ISO3D

  • Chapter 26: The Road Ahead

Part V: Appendices

  • Appendix A: Loading Sample Projects Into the IDE

  • Appendix B: Hexagonal Tile-Based Games

  • Appendix C: IsoHex Resources

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Tags: Ernest Pazera, Isometric, Game Programming, DirectX 7

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