Download e-book for kindle: Advanced 3D Game Programming with DirectX 9 (Wordware Game by Peter Walsh

By Peter Walsh

ISBN-10: 1556229682

ISBN-13: 9781556229688

For the main a part of this e-book, its attempting to fill its 500 pages with photos and serve as references which are basically a copy/paste from the freely on hand DirectX SDK. The book's content material is both SDK fabric or thoroughly easy stuff. Even the introductory books that i've got learn are way more complicated than this one.

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Extra resources for Advanced 3D Game Programming with DirectX 9 (Wordware Game Developer's Library)

Sample text

A negative value means the wheel was spun backward (towards the user). (short) LOWORD(lParam) The x-location of the mouse, relative to the upper left corner of the client area. (short) HIWORD(lParam) The y-location of the mouse, relative to the upper left corner of the client area. LOWORD(wParam) Key flags. This helps you tell what the keyboard state is for special clicks (such as Alt-left click, for example). Test the key flags to see if certain flags are set. The flags are: MK_CONTROL: Indicates the Control key is down.

Before the function returns and you get the window handle back, WM_CREATE, WM_MOVE, WM_SIZE, and WM_PAINT (among others) are sent to the program through the WndProc. If you're using any components that need the HWND of a program to perform work (a good example is a DirectX window, whose surface must resize itself whenever it gets a WM_SIZE message), you need to tread very carefully so that you don't try to resize the surface before it has been initialized. One way to handle this is to record your window's HWND inside WM_CREATE, since one of the parameters that gets passed to the WndProc is the window handle to receive the message.

The result of all these changes is that the graphics section of DirectX is now called DirectX Graphics, although I will be referring to it as Direct3D, since that is where all the functionality is now implemented. The setup portion of code for Direct3D has dropped from a staggering 1,000-plus lines to about 200, which is nice, although it leaves poor authors like myself with little to write about! Don't forget that although throughout the book I'll be referring to DirectX Graphics as Direct3D, I am not necessarily talking about 3D graphics, since Direct3D now handles the 2D stuff as well.

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Advanced 3D Game Programming with DirectX 9 (Wordware Game Developer's Library) by Peter Walsh


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