[share_ebook] Game Institute C Modules I and II and DirectX Module I and II


Author: Game Institute

Language: English

Category: Technical


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501 views since 2008-07-18, updated at 2009-03-08, by halfdevil. Bookmark this: share_ebook Game Institute C Modules I and II and DirectX Module I and II

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  • Author: Game Institute

C++ Programming for Game Developers - Module I

In this first C++ course, you will become proficient with core C++ topics such as variables, console input and output, functions, loops, programming logic, pointers, strings, classes, and object oriented design and methodologies. In addition, you will study more complex C++ subject matter, such as operator overloading, file input and output, inheritance, and polymorphism. When practical to do so, game related examples are used to motivate the discussions.

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C++ Programming for Game Developers - Module II

In this second C++ course, you will begin to move away from the text-based console applications we built in Module I, and begin to examine Windows programming with the Win32 API. With the Win32 API, you will be able to write programs that look a lot more like those that you are probably very familiar with; ones with resizable windows, mouse input, graphics, menus, toolbars, scroll bars, dialog boxes, and controls.

Of particular interest to us as game programmers is the ability to do graphics with the Win32 API, something which is not possible with pure C++. You will learn about fundamental graphic concepts such as double buffering, sprites, animation and timing, and masking. By the end of the course, you will have developed a fully functional 2D game, complete with graphics, physics, artificial intelligence, and input via the mouse. After completing this course, you will be adequately prepared for your first course in 3D graphics programming.

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Video Game Console Design

Most game developers work only with software-based hardware abstraction layers (i.e. DirectX, OpenGL) and are comfortable knowing that they can make a function call and draw a set of nicely shaded triangles onscreen. These abstraction layers hide a lot of detail from the user, which is great for fast development across many different platforms, but unfortunately they also deprive the student of an abundance of knowledge that the top game developers used to have, but few nowadays do.

To develop a game for a console that you not only designed, but also hand-built with your own soldering iron, is one of the most enriching learning experiences you will ever have as a game developer or software engineer. There is no better way to develop a fundamental understanding of console architecture, or give you that sense of total ownership and mastery of a subject, than doing it yourself. This lost art is what this course is all about: learning how to design, build, and modify your own game consoles from scratch.

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The 3D Engine Programming Series represents the central part of your video game developer training here at Game Institute. This is a series of courses and workshops in which you will learn how to build a modern three-dimensional game engine with supporting tools, from scratch. This series also represents the most thorough training you will find anywhere on the planet regarding the DirectX 9 API. So it should come as no surprise to you that it will be here that you will spend the majority of your time, resources, and brainpower.

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In Part I of this series you will explore the fundamentals of 3D graphics rendering. The focus throughout these early lessons is on the core features of the DirectX 9 fixed-function rendering pipeline. This includes loading and drawing geometric objects, the use of lighting and textures to provide scene detail, developing camera systems for viewing simulation environments in real-time, and using alpha components for controlling object transparency to produce effects like glass and water.

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In Part II of this series you will explore more advanced 3D graphics programming concepts and begin your study of foundation level topics in game engine architecture. You will examine mesh optimization and hierarchical animation techniques, the use of level of detail (LOD) algorithms to improve application performance, skeletal animation systems for realistic character and tree animation, collision detection and response, spatial partitioning data structures for fast rendering and intersection testing, and much more.

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  1. Thanks for the c++ tutorials.But, i could not find the lecture slides for directx.
    Posted by guest on 2008-12-19 00:37, email hidden.
  2. We need the password some files require one
    Posted by guest on 2009-03-08 11:07, email hidden.

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