3D Game Programming 4502

Author: Yang Qing Yang Lei
Publisher:
Publish Date: 2004-05-01
Features: I remember my first time playing games when I was in elementary school. Back then, I would play Contra with my brother after school. Later, I moved on to games like Quake, StarCraft, and even today's "World of Warcraft," and the joy of gaming deeply captivated me. Gradually, playing games no longer satisfied me, and I set my goal to create my own games. However, as someone who has always wanted to delve deeper into computer game programming, I struggled to find good reference books on game programming. I did read Andre LaMothe's book "Mastering Windows Game Programming," which taught me a lot about game development, but unfortunately, it didn’t cover the currently most appealing three-dimensional game programming. So, I chose to learn DirectX to achieve three-dimensional game development. Through the step-by-step learning process, the idea of writing this book emerged, and I persisted, which eventually led to this book. This book is a guide on how to use DirectX for game programming. For the fundamental principles of computer games, you can refer to other better books. The book uses practical program examples throughout to guide readers in a step-by-step deep dive. While debugging these programs, I encountered problems many times, but it was all filled with joy. I hope readers can share the same excitement as me when they see a three-dimensional program running successfully. Although the gaming industry in China started relatively late, it has developed very rapidly. I’ve also seen domestic games constantly innovating and growing. I hope any reader who wants to learn how to use DirectX for game programming can find useful knowledge in this book. I want to thank Yang Lei for helping me complete this manuscript, and I also want to thank Lu Weimin, Zhao Wenbo, and Zhou Yan from Hope Publishing House for making this book a reality. Finally, a thank you to Xiaozhu for supporting my writing.

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