Learn Vertex and Pixel Shader Programming with DirectX 9
Title | Learn Vertex and Pixel Shader Programming with DirectX 9 PDF eBook |
Author | James C. Leiterman |
Publisher | Wordware Publishing, Inc. |
Pages | 304 |
Release | 2004 |
Genre | Computer games |
ISBN | 1556222874 |
Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.
Programming Vertex and Pixel Shaders
Title | Programming Vertex and Pixel Shaders PDF eBook |
Author | Wolfgang F. Engel |
Publisher | Delmar Thomson Learning |
Pages | 413 |
Release | 2004 |
Genre | Computers |
ISBN | 9781584503491 |
A definitive guide to shader programming teaches techniques like shadow mapping, displacement mapping, and high-dynamic lighting, which allows game programmers to create unique games and graphics. Original. (Advanced)
DirectX 9 User Interfaces
Title | DirectX 9 User Interfaces PDF eBook |
Author | Alan Thorn |
Publisher | Wordware Publishing, Inc. |
Pages | 376 |
Release | 2004 |
Genre | Business & Economics |
ISBN | 1556222491 |
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Advanced Lighting and Materials with Shaders
Title | Advanced Lighting and Materials with Shaders PDF eBook |
Author | Kelly Dempski |
Publisher | Wordware Publishing, Inc. |
Pages | 360 |
Release | 2005 |
Genre | Computers |
ISBN | 1556222920 |
The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand the underlying physics of light and energy; learn about the visual features of different materials and how they can be modeled for real-time graphics; find out about the different lighting models; discover how real-time techniques compare to ray tracing; learn to use the provided shader implementations to implement lights and realistic materials in real time.Accompanying CD-ROM includes all the code in the book with resources (models, textures, probes, etc.) needed to run the programs, along with the SDKs and libraries needed to build the programs and luminance Radiosity Studio, an advanced radiosity program.
Official Butterfly.net Game Developer's Guide
Title | Official Butterfly.net Game Developer's Guide PDF eBook |
Author | Andrew Mulholland |
Publisher | Wordware Publishing, Inc. |
Pages | 420 |
Release | 2004-09 |
Genre | Computer games |
ISBN | 1556220448 |
This book details how the unique Butterfly Grid can be implemented in existing and new game projects to minimise the complexity of network programming, allowing the game developer to concentrate on game design and programming. It also highlights the unique Butterfly grid technologies from the basics to more advanced features such as server-scripted game logic using Python and how player syncronisation works using the Dead Reckoning process. CD-ROM included.
Making a Game Demo
Title | Making a Game Demo PDF eBook |
Author | Chad Gregory Walker |
Publisher | Wordware Publishing, Inc. |
Pages | 422 |
Release | 2005 |
Genre | Computers |
ISBN | 1556220480 |
Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo. Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking. The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!
Macromedia Captivate
Title | Macromedia Captivate PDF eBook |
Author | Brenda Huettner |
Publisher | Wordware Publishing, Inc. |
Pages | 368 |
Release | 2005 |
Genre | Captivate (Electronic resource) |
ISBN | 1556224222 |
The step-by-step instructions make it easy to create, edit, and distribute your Flash files. Each chapter includes sample screen shots as well as tips for making your work more efficient and avoiding common pitfalls.