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Direct3D
Direct3D is one of Microsoft's
DirectX programming interfaces.
Direct3D is used to display 3D style graphics in applications where maximimum performance is essential.
If the user's computer has a Graphics Card with 3D hardware acceleration, Direct3D should take advantage of it (assuming appropriate driver software is installed).
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Related Books:
- Beginning Direct3D Game Programming w/CD (Prima Tech's Game Development)
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 | | By Andre' LaMothe
Muska & Lipman/Premier-Trade Released: 2001-03-15 Paperback (528 pages)
Product Description: Guide to creating Direct 3D games for personal computers, covering all aspects and elements of programming, from objects to file formats. The CD-ROM contains a number of features, including software for creating games, the source code from the text, and games. For beginner to intermediate level gamers. System requirements: CD-ROM drive. Softcover.
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- Introduction to 3D Game Programming with DirectX 9.0 (Wordware Game and Graphics Library)
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 | | By Frank D. Luna
Jones & Bartlett Publishers Paperback (400 pages)
Product Description: Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wrap up the discussion. Understand basic mathematical and 3D concepts. Learn how to describe and draw interactive 3D scenes using the Direct3D 9.0 API. Use Direct3D and the D3DX utility library to implement a variety of techniques and applications, such as transparency, shadows, reflections, fonts, meshes, using XFiles, progressive meshes, terrain rendering, particle systems, picking, cartoon rendering, and multitexturing. Find out how to write vertex and pixel shader programs with the High-Level Shading Language. Discover how to write and use effect files with the Direct3D effects framework.
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- Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series)
Disclosure: Products details and descriptions provided by Amazon.com. Our company may receive a payment if you purchase products from them after following a link from this website.
 | | By Greg Snook
Charles River Media Paperback (374 pages)
Product Description: With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of todayfs popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers. Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming. The book is dedicated to teaching the fundamentals of programming a popular 3D engine type the gReal-Time 3D Terrain Engine.h Throughout the book, the focus is on the essential topics of outdoor terrain rendering. So whether you are new to 3D engine programming or a seasoned veteran, Real-Time 3D Terrain Engines Using C++ and DirectX 9 will teach you how to use the latest advancements in hardware accelerated rendering, and provide all of the tips, tricks, and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X, math, and geometry and that youfre ready to move into 3D engine design and real-time terrain visualization. ON the CD-ROM * The complete real-time 3D terrain engine documented in the book * All model, texture, and effect files * The Microsoft DirectX 9 SDK * 3DEM (Visualization Software LLC) and a demo of T2 (Keith Ditchburn) to help you create your own terrain System Requirements: Windows 2000/XP,Pentium III Processor 1Ghz+, DirectX 9 compatible video card providing hardware-accelerated, programmable vertex, and pixel shaders (NVIDIA® GeForce™ chipsets (versions 3, 4, FX, or greater) and the ATI® Radeon™ chipset (8500 series and greater), CD/Hard Drive, 128 MB RAM (256 MB recommended), 500 MB of free disk space is required to install the DirectX 9 SDK, the sample source code, and the tools provided. Sample code was written using Microsoft Visual Studio.NET® (Visual Studio 7.0), which is the recommended compiler for working along with this book. Project files are also provided for Microsoft Visual Studio® version 6.0 for convenience. Compilers from other vendors might compile these files, but have not been tested. The source code is intended for Microsoft Windows XP, but might also function under Windows 98, Windows ME, or Windows 2000. However, support for these older versions of Microsoft Windows is not guaranteed because DirectX 9.0 drivers might not be available for all video cards on these older operating systems. DirectX is Licensed Software, the use of which is governed by an English language break-the-seal EULA inside the Licensed Software.
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- The Zen of Direct3D Game Programming (Prima Tech's Game Development)
Disclosure: Products details and descriptions provided by Amazon.com. Our company may receive a payment if you purchase products from them after following a link from this website.
 | | By Peter Walsh
Muska & Lipman/Premier-Trade Paperback (896 pages)
Product Description: Direct3D is a constantly and rapidly evolving technology that has become the standard in modern game development. The Zen of Direct3D Game Programming provides a solid introduction to interactive entertainment engineering, Windows programming, and advanced graphical techniques using Direct3D. There is deep coverage of 2D graphics, such as using double buffering, page flipping, programming a bitmap font engine, and also how to create a 'Quake' style programmable console. 3D graphics programming is extensively covered with advanced topics such as bilinear filtering, texturing, materials, lights, and how to develop an object orientated frame based object hierarchy to simulate amazingly realistic animation effects. The book is laid out to be applicable to those new to 3D game development as well as the more advanced programmers, looking to upgrade their skills. Series editor Andr LaMothe has published numerous magazine articles and is an international best-selling author with over six game programming and 3D graphics titles to his credit. He has been active in the computing industry for more than twenty years, during which he created one of the world's first commercially available virtual reality games, CyberGate. Andr is also the founder and CEO of Xtreme Games LLC.
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- Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM
Disclosure: Products details and descriptions provided by Amazon.com. Our company may receive a payment if you purchase products from them after following a link from this website.
 | | By Wolfgang F. Engel
Wordware Publishing, Inc. Paperback (500 pages)
- ISBN13: 9781556220418
- Notes:
Product Description: Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders). Direct3D ShaderX begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialized shader tricks contributed by 27 experts in game and graphics programming. These range from character animation and lighting to photorealistic faces and non-photorealistic rendering. Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows.
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