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.NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables comparison operators, 55 compatibility, devices and, 575 competition market, 628–29 player, 614 compilation errors, porting games and, 583–86 complex user interfaces, player motivation and, 616 compromises, game development, 596–98 computer-controlled players, 73, 95, 488 . See also nonplayer characters ( NPCs ) configurations game, 87 ( see also configuration screens ) server, 504 service provider, 500–501 configuration screens .Netterpillars, 87, 95, 99, 124–29 .Netterpillars II, 503–4 .Nettrix, 66 Connection objects, 356–57 connections ADO.NET, 356–57 client-server, 479–80 peer-to-peer, 478–79 to remote sessions, 512–13 ring, network groups, and broadcasting, 481–82 types, 478–82 Connect method, 512 constants, 52 constant world games, 484–85 consumer content, facilitating, 633 consumer expectations, 597–601 . See also players broad audiences and, 628 high-end, 599–600 low-end, 600–601 and unsuccessful movement of games to 3D environments, 598–99 value and gameplay, 598 context-based games, 484–85 contrast, 615 conversion data type, 267 text to speech, 437–39 ( see also Speech API ) cooperation levels DirectInput, 303 DirectSound, 237–38 CooperativeLevelFlags enumeration, 303 coordinate systems, 3-D, 152–59 camera position and, 158–59 projections, 152–55 matrix transformations, 156–58 costs .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables game development, 597 low-end games, 600–601 CreateFlags enumeration, 147–48 CreateGameField method, 533–35 CreateSoundBufferFromFile function, 238 critical sections, 550 culling, 163 , 199 curves Bezier, 561 spline, 3 cut-scenes, 354 cyclic approach, object-oriented, 25 cycling, mouse pointer, 399 cycling movements, animation and, 424–26 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables Index D data access ( see ADO.NET data access ) internal, and artificial intelligence, 73 models, 381–82 , 456 PC gaming market sales, 604–9 types ( see data types ) DataAdapter objects, 356–57 DataReader objects, 356–57 DataSet objects, 356–57 data types multiplayer games and, 486–87 Visual Basic .NET, 34, 244 , 267 dead zone, joystick, 305 death match game, 520 debugging, porting games and, 585 decisions, commercial games and, 629–30 Declare statement, 557 Deer Hunter game, 600–601 , 605 demo games, 610 deploying programs to emulator, 577–80 depth buffers, DirectX, 148 designed content limit, 613 designing games by playing, 629 desktop PC programs and operating systems on mobile devices, 580–81 destroying sessions, 502–5 development, game. See game development device contexts, creating Graphics objects from specified handles to, 6–7 devices APIs and, 435 capabilities, 168 compatibility and, 575 DirectX, 146–51 , 158 , 168 , 171–72 , 234 input ( see input devices ) mobile ( see mobile devices ) writing text to, 291–95 , 337–39 Diablo games, 603–4 , 608 , 609 , 633 dialog boxes, 129 dialogs, Magic KindergarteN II answer blocks and, dialog paths, 451–53 adding support for, to active objects, 457–59 coding, 462–73 finishing, 471–73 letting player choose character's speech, 465–69 mouse events and, 462–63 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables mouse pointer, 459–60 planning, 354 , 362 presenting dialog choices on screen, 463–65 reviewing, 469–71 user interface and, 454 diamond-shaped objects calculating collisions for, 16 extending proximity algorithms for 3-D, 22 differentiation, commercial games and, 628–29 difficulty levels. See levels Dim statement, 34 D-iNfEcT game, 547–74 accessing nonmanaged code, 556–58 , 571–72 child window movement, 569–70 coding phase, 561 game over conditions, 570–71 improving interface, 573 main window, 561–66 multithreading, 548–52 nonrectangular windows, 553–56 project, 559–61 proposal, 559 sounds, 569–72 suggestions for improvements, 573 threads, 566–69 DirectAudio DirectMusic, DirectSound, and, 233–36 DirectX and, 145 ( see also DirectX ) River Pla.Net classes, 236–49 , 283–85 DirectDraw object, 144 , 145 DirectInput basic routines, 297 classes for River Pla.Net II, 297–301 ( see also River Pla.Net II game ) DirectX and, 145 ( see also DirectX ) force-feed joysticks, 341–46 including support for joysticks and keyboards, 319–21 input devices, 295 mouse pointer and, 400–402 threading, 296 direction force-feed joystick, 342 scrolling, 212 DirectMusic DirectAudio, DirectSound, and, 233–36 DirectX and, 145 ( see also DirectX ) River Pla.Net class, 239–49 , 283–85 , 339 DirectMusic Producer, 233 DirectPlay, 491–93 . See also multiplayer games ; .Netterpillars II game broadcasting, 482 DirectX and, 145 ( see also DirectX ) hosts and clients, 491–92 , 493 for Pocket PC, 580 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables service providers, 492 sessions, 492–93 TCP protocol, 489 , 490–91 DirectSetup, 145 . See also DirectX DirectShow DirectX and, 145 ( see also DirectX ) Magic KindergarteN, 407–9 ( see also Magic KindergarteN game ) streaming media and, 347 , 358–61 DirectSound DirectAudio, DirectMusic, and, 233–36 DirectX and, 145 ( see also DirectX ) River Pla.Net class, 236–39 , 283–85 Direct3D application pattern, 218 application project, 167–69 application proposal, 167 coding phase, 168–69 colored lights, 193–97 coordinate systems and projections, 152–59 DirectX and, 143 ( see also DirectX ) drawing primitives and texture, 159–66 full-screen sample, 186–87 game engine class for River Pla.Net game, 218–25 GDI+ vs., 207–8 initializing, 268 main window, 170–77 simple program, 151–52 smoothing animations with frame rates, 205–7 sprite class for River Pla.Net game, 225–33 testing matrix transformations, 197–205 transparent textures, 188–92 windowed sample, 177–85 Direct3DX, 145 DirectX, 143–50 adapters, 146 devices, 146–50 Direct3D and, 143 ( see also Direct3D ) display modes, 150 Font object, 292–95 , 337–39 GDI+ vs., 207–8 SDK, 143 , 170 , 234 , 243 , 344 top-level objects, 144–45 Windows CE and, 580–81 disconnected data, 356 display modes, DirectX, 150 , 172–74 , 181 Dispose method, 86, 109 , 171 , 184–85 , 233 . See also garbage collection distance hearing, 78 proximity between objects, 14–16 , 22 seeing, 76–77 DllImport, 557 , 572 DMUS_APATH enumeration, 242 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables DoEvents method, 60 Doom game, 596 , 604 Down method, Block class, 41–44 drafts, object-oriented analysis and multiple, 95 drawing Branch class method, 105–6 Direct3D primitives, 159–63 DirectX sprites, 232 Font object method, 293 GameFont class method, 294–95 MagicKindergarteN characters, 369–71 , 410–17 Player class method, 275–77 RiverEngine class method, 269–71 sprites, 81, 82, 85–86 tiles, 289–90 drivers, 31, 35, 435 D3DX utility library, 158 Dungeons and Dragons game, 348 duration, force-feed joystick, 342 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables Index E Earthworm Jim game, 598 easter eggs, 354 education, gameplay vs., 634 effects, flashy, 612 , 614 effects, sound. See sounds Effect structure, 343–44 Electronic Arts, 596 emotions, animating posture to reveal, 429–30 empty map games, 627 . See also commercial games emulator, deploying programs to, 577–80 EnableAutoDepthStencil structure, 148 encryption, 488 ending games animated sequences for, 476 D-iNfEcT criteria, 570–71 game over screens ( see game over screens ) player motivation and, 616 proposals and criteria for, 24 side scroller games, 622 End method, 293 EndScene method, 151 EndsWith method, 244 engines, game. See game engines Ensemble Studios, 627 , 629 enumerations, 52 environmental AI, 73 environmental variables, 74 environments, 3D, 598–99 e parameter, creating Graphics objects with, 5 epic games as franchise games, 631 erasing sprites, 85–86 errors avoiding, in multithreaded programs, 550–52 Direct3D programs and, 152 multiplayer games and, 489 porting games and, 583–86 structured handling of, 58, 245 Esc key, 65–66 , 109 , 138 , 185 event handlers, 5 , 196 events D-iNfEcT, 559–60 DirectPlay, 495 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables game engines and, 27 input devices and, 297 , 319–21 Paint, 5 Viseme, 446–47 Everquest game, 607 , 617 exclusive input device access, 303 expansion packs, 602 expectations. See commercial games ; consumer expectations ; industry expectations .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables Index F failure of artificial intelligence, 73–74 familiarity, consumer, 609 fast sprite drawing, 81–82 . See also performance features, project. See proposals feedback, player, 610 females, 628 fields, game. See game fields files, music and sound, 234 fill modes, 555–56 FillRectangle method, 5 Finalize method, GameMusic class, 248–49 Finally keyword, 58 FindHosts method, 506–8 finishing games, 622–26 , 634 FireTeam game, 484 FiringSquad site, 595 fixed paths, 79 flashy effects, 612 , 614 flexible parts, animation and, 427 flexible vertex formats (FVF), 163–66 , 181–83 , 193–94 , 197–98 , 219 , 396–97 . See also vertex collections Flight Simulator game, 608 Font object, 293 , 337 Force Editor, 341 force-feed joysticks, 317 , 341–46 foreground access to input devices, 303 forms. See also screens ; windows game engines in, 60–63 Visual Basic .NET and, 109 , 129 FPU_Preserve flag, 148 frame rates Direct3D animation and, 179 , 205–7 multiplayer game start, 544–45 River Pla.Net, 272 , 275 frames, animation, 424–25 franchise games building upon, 602–3 creating commercial, 631 ( see also commercial games ) industry expectations and, 601–4 realistic game development goals and, 617 sales data, 608–9 successful, 603–4 Frankenstein syndrome, 53 .NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton ISBN:1590590511 Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio. Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - .Nettrix: GDI+ and Collision Detection Chapter 2 - .Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+ Chapter 4 - River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio Chapter 5 - River Pla.Net II: DirectInput and Writing Text to Screen Chapter 6 - Magic KindergarteN.: Adventure Games, ADO.NET, and DirectShow Chapter 7 - Magic KindergarteN. II: Animation Techniques and Speech API Chapter 8 - .Netterpillars II: Multiplayer Games and Directplay Chapter 9 - D-iNfEcT: Multithreading, Nonrectangular Windows, and Access to Nonmanaged Code Bonus Chapter Porting .Nettrix to Pocket PC Appendix A - The State of PC Gaming Appendix B - Motivations in Games Appendix C - How Do I Make Games? Appendix D - Guidelines for Developing Successful Games Index List of Figures List of Tables Frogger game, 599 , 605 FromARGB method, 166 , 194–95 FromHDC method, 6–7 FromHwnd method, 6 FromImage method, 6 full-screen mode, 167 , 168 , 186–87 full scrollers, 212 fun, player commercial games and, 630–31 interesting decisions as, 629–30 low-end games and, 601 [...]... methods.See alsoclass interfaces base class, 102 ,222 conversion,267 overloading,85 ,102 scope modifiers, 222-23 Shadows keyword and, 103 shared,35 speech generation, 445-46 sprite,80 Visual Basic NET, 60 Microsoft Access database, 381-82,387-94 Microsoft Visual Basic NET SeeVisual Basic NET Microsoft Visual Studio NET SeeVisual Studio NET NET Game Programming with DirectX 9.0 Microsoft Windows Alexandre Santos... games using Managed DirectX 9.0 and MakeTransparent,82 males,628 programming with Visual Basic NET on Everett, the latest version of Microsoft' s Visual Studio managed DirectX SeeDirectX Manager object, Table of Contents 146, 170 NET Game ProgramminggameDirectX 9.0 maps, game See also with fields Foreword map games, 627 (see alsocommercial games) empty Preface neverending, 289 text file Introduction and,... multimedia games using Managed DirectX 9.0 and Pocket PC, 585 programming with Visual Basic NET on Everett, the latest version of Microsoft' s Visual Studio Performance object, 235,246-47 periodic effect, 342 Table of Contents perspective projection, 154-55 NET Game Programming with DirectX 9.0 Phantom's Revenge game, 348 Foreword physics Preface Seegame physics pinball games, 72 Introduction Chapter 610- ... and programming naming conventions, 105 ,111 with Visual Basic NET on Everett, the latest version of Microsoft' s Visual Studio narrative.Seestoryline navigation Table of Contents Magic KindergarteN, 404-6 NET.NettrixProgramming with DirectX 9.0 Game II, 592-93 Foreword NET Compact Framework, 576,579 Preface NET Framework See also.NET game programming ;Visual Basic NET ;Visual Studio NET COM objects and,... to produce ring topology, 481-82 interesting multimedia games using Managed DirectX 9.0 and programming Riven game, 604,605,608,60 9with Visual Basic NET on Everett, the latest version of Microsoft' s Visual Studio RiverEngine class, 262-73 River Pla.Net game, 211-90.See also River Pla.Net II game class diagram, 257-60 NET Game Programming with DirectX 9.0 coding phase, 261 Foreword collision detection,... Runner game, 598 loops, game, 619 low-end consumer expectations, 600-601 NET Game Programming with DirectX 9.0 Lupine Games, 617Alexandre Santos Lobão and Ellen by ISBN:1590590511 Hatton Apress © 2003 (696 pages) The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest version of Microsoft' s...Index G NET Game Programming with DirectX 9.0 by Alexandre Santos Lobão and Ellen Hatton Apress © 2003 (696 pages) ISBN:1590590511 The Galaga game, 622 authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, game development, 617-26.See also.NET game programmingthe latest version... multimedia games using Managed DirectX 9.0 and programming with Visual Basic NET on Everett, the latest Quake games, 596,599-600,601,604,617 version of Microsoft' s Visual Studio Table of Contents NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 - Nettrix: GDI+ and Collision Detection Chapter 2 - Netterpillars: Artificial Intelligence and Sprites Chapter 3 - Managed DirectX. .. alsoDirect3D interesting multimedia games using Managed DirectX 9.0 and programming with Visual collision detection algorithms, 21-22 Basic NET on Everett, the latest version of Microsoft' s Visual Studio coordinate systems, 152-59 gameplay vs., 599-600,603 unsuccessful movement of games to 3D environments, 598-99 Table of Contents Graphics Programming NET Game objects, 4-7 with DirectX 9.0 creating, from images,... 348–50 interesting multimedia games using Managed DirectX 9.0 and class interface, 300 programming with Visual Basic NET on Everett, the latest DirectInput and, 295,297,319–21 Visual Studio version of Microsoft' s Esc key, 65–66 ,109 ,138,185 events,297 Table of Contents initialization code, 301–4 NETKeyDown event, 63, 65–66, 109 , 278 Game Programming with DirectX 9.0 Foreword KeyPress event, 27,319 Preface . multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft& apos;s Visual Studio. Table of Contents .NET Game Programming with DirectX. multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft& apos;s Visual Studio. Table of Contents .NET Game Programming with DirectX. multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft& apos;s Visual Studio. Table of Contents .NET Game Programming with DirectX

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