This book dispels the myth that Visual Basic is just too slow to write a decent game, giving readers all of the tricks and techniques that they need to create awesome games using Visual Basic. Offering equal parts theory and hands-on exercises, the chapters in this book begin with a discussion of completing a task using Visual Basic, and then move on to enhancing the code. The final section of the book is devoted to developing complete games, including a 3D arcade game, a multiplayer space combat game, and more. Ideal for readers who are new to game programming or simply new to Visual Basic, this book offers everything readers need to create amazing games by combining the hidden power of Visual Basic with DirectX.
This book dispels the myth that Visual Basic is just too slow to write a decent game, giving readers all of the tricks and techniques that they need to create awesome games using Visual Basic. Offering equal parts theory and hands-on exercises, the chapters in this book begin with a discussion of completing a task using Visual Basic, and then move on to enhancing the code. The final section of the book is devoted to developing complete games, including a 3D arcade game, a multiplayer space combat game, and more. Ideal for readers who are new to game programming or simply new to Visual Basic, this book offers everything readers need to create amazing games by combining the hidden power of Visual Basic with DirectX.
Rezensionen / Stimmen
"Game programming is without a doubt the most intellectually challenging field of computer science in the world. However, we would be fooling ourselves if we said that we are 'serious' people! Writing (and reading) a game programming book, should be an exciting adventure for both the author and the reader." Andre LaMothe, Series Editor
"Game programming is without a doubt the most intellectually challenging field of computer science in the world. However, we would be fooling ourselves if we said that we are 'serious' people! Writing (and reading) a game programming book, should be an exciting adventure for both the author and the reader." Andre LaMothe, Series Editor
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Illustrationen
Maße
Höhe: 236 mm
Breite: 191 mm
Dicke: 61 mm
Gewicht
ISBN-13
978-1-931841-25-2 (9781931841252)
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Schweitzer Klassifikation
Introduction Part 1: Introducing Visual Basic and DirectX 1. Game Programming Basics 2. Getting Started with Visual Basic 3. Visual Basic Programming in a Nutshell 4. Getting to Know the Windows API 5. Optimizing Visual Basic with Objects 6. Supercharging Visual Basic with DirectX Part 2: The Nuts and Bolts of Game Development 7. Break Out the Bitmaps 8. Supersonic Sprites 9. Let the Animation Begin 10. Diving into DirectDraw 11. Playing Sound and Music with DirectAudio 12. Getting a Handle on User Input 13. Building the DirectX Game Library Part 3: Advanced Game Programming Techniques 14. DirectX Graphics and Direct3D 15. Artificial and Simulated Intelligence 16. Multiplayer Programming with Windows Sockets 17. Network Programming with DirectPlay 18. Effective Game Design Techniques Part 4: Complete Game Projects 19. Block Attack: Classic Arcade Game 20. Warbirds 1944: Scrolling Shooter Game 21. Stellar War: Multiplayer Space Combat Game 22. Pong 3D: Motion Arcade Game Appendices: A: Visual Basic Game Library Reference B: DirectX for Visual Basic Reference C: Windows API Reference D: DirectInput Keyboard Codes E: Recommended Reading F: Visual Basic Gaming Sites