c programming for games module i

C++ Programming for Games Module II phần 1 pps

C++ Programming for Games Module II phần 1 pps

... electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without prior written permission from e-Institute Inc., except for the inclusion ... the design and analysis of a fully functional 2D Air Hockey game, complete with graphics, physics, artificial intelligence, and input via the mouse This final project culminates much of the course ... 308 v Module II Overview Module II is the second course in the C+ + Programming for Game Developers series Recall that in Module I we started off by studying fundamental programming concepts like

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C++ Programming for Games Module II phần 2 pot

C++ Programming for Games Module II phần 2 pot

... by DirectX (a code library for adding graphics, sound, and input to your applications). Consider the following DirectX function: HRESULT WINAPI D3DXCreateTextureFromFile( LPDIRECT3DDEVICE9 ... rather the stack will unwind until it finds a catch block that handles the exception. This is convenient because, as functions can call other functions, which call other functions, and so on, ... rather the stack will unwind until it finds a catch block that handles the exception. This is convenient because, as functions can call other functions, which call other functions, and so on,

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C++ Programming for Games Module II phần 3 potx

C++ Programming for Games Module II phần 3 potx

... that instead of writing console... Figure 14.2: Window Application Settings for a “Windows application.” By selecting “Windows application,” Visual C+ + will include all the necessary Win32 library ... vector like (in)efficiencies rather than list like efficiencies. Consequently, a deque is used where additions and deletions take place ‘at the ends.’ ” (474). [...]... TriPatchPredicate(const ... array internally. Thus, accessing the elements is still fast. Stroustrup’s The C+ + Programming Language: Special Edition gives a clear and concise description: “ A deque is a sequence optimized

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C++ Programming for Games Module II phần 4 pptx

C++ Programming for Games Module II phần 4 pptx

... default application icon, for example, you would write: LoadIcon(0, IDI_APPLICATION); // returns an HICON Some other intrinsic icons are: • IDI_WINLOGO – Windows logo icon • IDI_QUESTION – ... IDI_QUESTION – Question mark icon • IDI_INFORMATION – Information icon • IDI_EXCLAMATION – Exclamation icon 109 hCursor: A handle to a cursor which will be used for the window. You can get a handle ... wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground

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C++ Programming for Games Module II phần 5 doc

C++ Programming for Games Module II phần 5 doc

... wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = ghAppInst; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground ... DefWindowProc(hWnd, msg, wParam, lParam); } // WinMain: Entry point for a Windows application. int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR cmdLine, int showCmd) { ... 0; wc.cbWndExtra = 0; wc.hInstance = ghAppInst; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)::GetStockObject(WHITE_BRUSH);

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C++ Programming for Games Module II phần 6 ppt

C++ Programming for Games Module II phần 6 ppt

... ID_PRIMITIVE_LINE: CheckMenuItem(ghMenu, ID_PRIMITIVE_LINE, MF_CHECKED); CheckMenuItem(ghMenu, gCurrPrimSel, MF_UNCHECKED); gCurrPrimSel = ID_PRIMITIVE_LINE; return 0; case ID_PRIMITIVE_RECTANGLE: ... MF_UNCHECKED); gCurrPrimSel = ID_PRIMITIVE_RECTANGLE; return 0; case ID_PRIMITIVE_ELLIPSE: CheckMenuItem(ghMenu, ID_PRIMITIVE_ELLIPSE, MF_CHECKED); CheckMenuItem(ghMenu, gCurrPrimSel, ... MF_UNCHECKED); gCurrPrimSel = ID_PRIMITIVE_LINE; return 0; case ID_PRIMITIVE_RECTANGLE: CheckMenuItem(ghMenu, ID_PRIMITIVE_RECTANGLE, MF_CHECKED); CheckMenuItem(ghMenu, gCurrPrimSel,

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C++ Programming for Games Module II phần 7 pps

C++ Programming for Games Module II phần 7 pps

... following: 194 #define IDC_RADIO_FIGHTER 1001 #define IDC_RADIO_CLERIC 1002 #define IDC_RADIO_THIEF 1003 #define IDC_RADIO_WIZARD 1004 Again, the resource identifiers are just unique ... int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR cmdLine, int showCmd) { // Create the modeless dialog window. ghDlg = CreateDialog( hInstance, // Application instance. ... select. return true; case WM_COMMAND: switch(LOWORD(wParam)) { // Was *any* radio button selected? case IDC_RADIO_FIGHTER: case IDC_RADIO_CLERIC: case IDC_RADIO_THIEF: case IDC_RADIO_WIZARD:

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C++ Programming for Games Module II phần 8 pps

C++ Programming for Games Module II phần 8 pps

... we will use const int gClientWidth = 80 0; const int gClientHeight = 600; // Center point of client rectangle const POINT gClientCenter = { gClientWidth / 2, gClientHeight / 2 }; // Pad window ... dimensions we will use. const int gClientWidth = 800; const int gClientHeight = 600; // Center point of client rectangle. const POINT gClientCenter = { gClientWidth / 2, gClientHeight / 2 ... 220 provides another function, which can give us a handle to a device context associated with a window’s client area; the function is called GetDC: // Get a DC associated with the window's

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C++ Programming for Games Module II phần 9 pot

C++ Programming for Games Module II phần 9 pot

... Sprite class, which will handle all the drawing details discussed in the previous section. In addition, it will handle the allocation and deallocation of the resources associated with sprites. ... structure containing the sprite mask bitmap info. Now we describe the methods. 1. Sprite(HINSTANCE hAppInst, int imageID, int maskID, const Circle& bc, const Vec2& p0, const Vec2& ... mBoundingCircle; Vec2 mPosition; Vec2 mVelocity; private: // Make copy constructor and assignment operator private // so client cannot copy Sprites. We do this because // this class is

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C++ Programming for Games Module II phần 10 pps

C++ Programming for Games Module II phần 10 pps

... Circle class as follows: #ifndef CIRCLE_H #define CIRCLE_H #include "Vec2.h" class Circle { public: Circle(); Circle(float R, const Vec2& center); bool hits(Circle& ... circle is outside the left edge—see Figure 18.9. Figure 18.9: Criteria for determining if a circle crosses an edge boundary. We can force a circle back inside the rectangle by adjusting ... implies a collision. This will be our criterion for testing whether a collision took place. In pseudocode that is, Collision Test if 2112 RRcc +≤− rr Intersect = true; Else Intersect =

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Tài liệu Real-Time Digital Signal Processing - Appendix C: Introduction of C Programming for DSP Applications ppt

Tài liệu Real-Time Digital Signal Processing - Appendix C: Introduction of C Programming for DSP Applications ppt

... macro definition, interpret include files, and check conditional compilation. Preprocessor directives give instructions to the compiler that are per- formed before the program is compiled. Each preprocessor ... to perform FIR filtering function for different FIR filter with their coefficients defined by coefile. This program can also be used to filter different input signals contained in the infile. The ... maintain simplicity and readability for more complicated applications, we develop programs that use a main()function plus additional functions, instead of using one long main function. In C,

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C Programming for Embedded Systems ppt

C Programming for Embedded Systems ppt

... of Microchip Technology Inc. in the USA Scenix is a trademark of Scenix Semiconductor, Inc. Cypress is a trademark of Cypress Semiconductor Corporation. I 2C is a registered trademark of Philips. All ... Modifier 74 The static Modifier 75 The register Modifier 76 The auto Modifier 77 [...]... space, can quickly outstrip an 8-bit's architectural limitations This in turn forces processor designers ... stack space and are practically impossible... first step, and is covered in Chapter 2 It includes embedded- specific commentary about the regimen of predesign documentation crucial to effective

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C programming for microcontrollers AVR

C programming for microcontrollers AVR

... instruction in a CISC device, you would have to do a series of subtractions to accomplish a division using a RISC device This ‘disadvantage’ was offset by price and speed, and is completely irrelevant ... whether in contract, strict liability, or tort (including negligence or otherwise) arising in any ay out of use, even if advised of the possibility of such damage. In no case shall liability be implied ... liable for direct, indirect, special, exemplar, incidental, or consequential damages in connection with, or arising out of, the construction, performance, or other use of the material contained

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C++ Programming for Games Module I pot

C++ Programming for Games Module I pot

... extra performance for such things as sophisticated special effects, realistic physics, and complex artificial intelligence. Chapter Objectives • Create, compile, link and execute C+ + programs. ... and include it (i. e., copy and paste it) into our .CPP file. milar e code in “string” and include into der files, which contain C+ + andard library code. Note that in addition to including C+ + ... use an include directive ( #include >) rogram 1, we invoked two include directives: # e fir instructs the compiler to take all the code in the specified file (the file in twee s), “iostream,”...

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C++ Programming for Games Module I phần 1 potx

C++ Programming for Games Module I phần 1 potx

... sophisticated special effects, realistic physics, and complex artificial intelligence. Chapter Objectives • Create, compile, link and execute C+ + programs. • Find out how C+ + code is transformed ... the code in the specified file (the file in twee s), “iostream,” and include it (i. e., copy and paste it) into our .CPP file. milar e code in “string” and include into der files, which contain ... braces is called the function body or function efinition. We will discuss in more detail what we mean by the term function in Chapter 3. Fd just understand that the first instruction in main’s...

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C++ Programming for Games Module I phần 2 potx

C++ Programming for Games Module I phần 2 potx

... 2.3.3 Nested If…Else Statements 51 7. C+ + can implicitly convert between its intrinsic types; however, one must be alert for decimal truncation and integer wrapping. It is good practice to try ... and avoid type conversions when practical. ence define the order in which the compiler performs a series of parentheses to explicitly define the order in which the operations should be is also ... precedence. ultiplication, division and the modulus operations have the same precedence level. Similarly, addition and divi n division above e ot Someti e add cedence to an operation by...

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C++ Programming for Games Module I phần 3 pdf

C++ Programming for Games Module I phần 3 pdf

... a particular identification number, business issues identification numbers to its customers. Given a the business would like to search its customer database for the customer information (e.g., ... variable so that cnt is increased by one for every loop cycle. Because cnt is initialized to zero and it is incremented by one for every loop cycle, it follows variable in some wa 2.9, we increment ... In actuality, all the preceding array initialization syntaxes are only practical for small arrays. Manually initializing an array with a thousand elements, for example, is clearly impractical....

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C++ Programming for Games Module I phần 4 ppt

C++ Programming for Games Module I phần 4 ppt

... placeholder (va “input” a value into this placeholder variab particular function call is c For example, in program 3.5, we write Cube(input ecific value which is input into the function; ... uivalent functions with different parameters is convenient because, depending on the data tion with which the client is working, the client can call the most suitable function version. individual ... code duplication—there is duplic nti lly performs the same task. Besides bloating the code, prog aintain because if changes or corrections need orr ction in every duplicated instance. In a large...

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C++ Programming for Games Module I phần 5 potx

C++ Programming for Games Module I phần 5 potx

... Dynamic Memory ered thus far is that their size is fixed and their size must be specified in advance (i. e., at compile time). For instance, this is not legal: cin >> n; e ca e this. This ... fixe ic” is used in the sense that we“ running). It is used in contrast to static memory, which is memory fixed at compile time. How do we incorporate dynamic memory into our applications? First ... float* const constFloatPtr; (ii) float const* constFloat0; (iii) const float* constFloat1; Form (i) means that the pointer is con the variable pointed to can change. Form (ii) and (iii) are...

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C++ Programming for Games Module I phần 6 ppsx

C++ Programming for Games Module I phần 6 ppsx

... instructions as marked in the figure. We see that a few instructions, after the first instruction of main, we come to a function call instruction, which modifies the instruction pointer to point ... class file breakdown Wiz.h, Wiz.cpp, and Main.cpp. We include iostream and string in Main.cpp, but Main.cpp also includes Wiz.h, which in turn includes iostream and string as well. Thus iostream ... keywords: public and private. All code in a class definition following a public keyword and up to a private keyword is considered public, and all code in a class definition following a private keyword...

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