By Peter Walsh
Textual content is an replace to the previous textual content, complicated 3D video game Programming utilizing DirectX 8.0; targeting implementation adjustments to DirectX 9.0. For programmers who're new to pics and video game programming. Softcover. DLC: laptop video games - Programming.
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Additional info for Advanced 3D Game Programming Using DirectX 9.0
The programming models with which both APIs are designed are different. For example, windowed Direct3D applications need to know when the window it is drawing is moved or resized. However, getting notified of such changes isn’t an instant event in MFC, particularly if the DirectX window is a document window that can move relative to its parent window. These hurdles are not insurmountable; they’re just kind of a pain. Most of your applications will run in full-screen mode anyway and don’t need the GUI bells and whistles that MFC provides.
The added functionality given by MFC comes at a price: The DLLs are fairly large, and unless they’re already loaded in memory, they can hit your application in load time. Finally, MFC isn’t the perfect bedfellow for DirectX. The programming models with which both APIs are designed are different. For example, windowed Direct3D applications need to know when the window it is drawing is moved or resized. However, getting notified of such changes isn’t an instant event in MFC, particularly if the DirectX window is a document window that can move relative to its parent window.
If you have any previous experience with DirectX graphics, then you will have probably heard of terms such as DirectDraw, Direct3D, Immediate Mode, and Retained Mode. If not, then don’t worry; I’ll explain them in a moment. 0 continues to build on it. 11. So let me begin with a short introduction into Chapter 2: Getting Started with DirectX n 37 the way things used to be, so that if you come across these terms you will know what is going on. Graphical output on the PC can be roughly divided into two groups: 2D and 3D, with the latter obviously being far more complex.
Advanced 3D Game Programming Using DirectX 9.0 by Peter Walsh