Learning Windows 8 Game Development

A standard practical tutorial running people through Windows 8 RT with a specific focus on game development is the approach chosen here. This type of approach will more likely appeal to an audience that is in need of a structured guide that they can emulate and learn from, unlike the usual reference...

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Bibliographische Detailangaben
1. Verfasser: Quandt, Michael
Format: E-Book
Sprache:Englisch
Veröffentlicht: Birmingham Packt Publishing, Limited 2013
Ausgabe:3
Schlagworte:
ISBN:9781849697446, 1849697442
Online-Zugang:Volltext
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Inhaltsangabe:
  • Summary -- 5. Tilting the World -- Orientation -- Accelerometer -- Shaking things up a bit -- Spinning with gyros -- Compass -- Inclinometer -- Orientation for games -- Practice makes perfect -- Other sensors -- Light -- Locking on with a GPS -- Status -- Position -- Polling -- Summary -- 6. Bragging Rights -- Game state and progression -- Sharing in Windows 8 -- WinRT components -- Live tiles -- Summary -- 7. Playing Games with Friends -- A better menu system -- Networking -- Choosing between client/server and peer-to-peer models -- The client/server model -- The peer-to-peer model -- Maybe a hybrid? -- The first stage -- Using the PeerFinder -- Communicating the gameplay -- TCP - StreamSocket -- UDP - DatagramSocket -- Reading and writing data -- Side note - Async -- The DataReader -- The DataWriter -- Summary -- 8. Getting into the Store -- Getting into the store -- Free accounts -- Submitting your game -- GDF Certificates -- App packages -- Capabilities -- Adding a privacy policy -- Declarations -- Certification kit -- Creating your app packages -- Uploading and submitting -- Certification tips -- Privacy -- Features -- Legacy APIs -- Debug -- WACK -- Summary -- 9. Monetization -- Selling your games -- Monetization models -- The freemium model -- The traditional model -- The hybrid model -- The trial mode -- In-app purchases -- The consumables -- Testing with the simulator -- Summary -- A. Adding the Third Dimension -- Vertices and triangles -- Indices -- Cameras -- DirectXMath -- Buffers -- Building the vertex and index buffers -- Setting the buffers -- Using the buffers -- Constant buffers -- Updating the buffers -- Mapping the buffer -- The UpdateSubresource() method -- Shaders -- Vertex shaders -- Pixel shaders -- Compiling and loading -- Input layouts -- Drawing the model -- Setting the buffers and drawing -- Summary -- Index
  • Intro -- Learning Windows 8 Game Development -- Table of Contents -- Learning Windows 8 Game Development -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- NuGet and DirectXTK -- MSDN -- Languages and other resources -- WinRT -- Components -- Threading -- C++ Component Extensions -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Getting Started with Direct3D -- Setting up the stage -- Applications and windows -- Structuring each frame -- Initializing the Direct3D API -- Graphics device -- Device context -- Swap chain -- Render target, depth stencil, and viewport -- Down the graphics pipeline -- Understanding the game loop -- Updating the simulation -- Drawing the world -- Clearing the screen -- Presenting the back buffer -- Summary -- 2. Drawing 2D Sprites -- Installing DirectXTK -- What a sprite is -- Textures -- File formats -- Loading -- Co-ordinate systems -- Drawing the sprites -- Sorting modes -- Finishing the batch -- Vectors -- Text rendering -- TTF versus BMP -- Building the font -- Drawing the font -- Summary -- 3. Adding the Input -- Input devices -- Pointers -- Keyboard input -- GamePad input -- Multiple controllers -- Buttons -- Deadzones and thumbsticks -- Summary -- 4. Adding the Play in the Gameplay -- Structuring a game -- Traditional object-oriented design -- Components and entities -- Putting it all together -- Subsystems -- Refining the input system -- Trigger -- Action -- InputManager -- Triggers -- Renderer -- Resource management -- Culling -- Implementation -- Collision detection -- Rectangle collision -- Fighting for score