DirectX 11.1 Game Programming

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Written in step-by-step tutorial format, we will explore the creation of 3D applications and games through the development of a Windows 8 metro style game.DirectX 11.1 Game Programming Written for developers with knowledge of C++ essentails and 3D mathematics who would want to create metro style game on the Windows 8 platform.DirectX 11.1 Game Programming explores Direct3D 11.1 and Microsoft C++ component extensions along with introducing C++ accelerated massive parallelism.

Author(s): Pooya Eimandar
Year: 2013

Language: English

Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Say Hello to DirectX 11.1
The need for DirectX 11.1
Why should we target Windows 8?
The prerequisites
Introduction to C++/CX
Lifetime management
What is a ref class?
Inheritance
Delegates and events
Metro Style apps
Setting up your first project
Building your first Metro app
Working with game time
Initializing the device
Connecting to a swap chain
The render target and depth stencil views
Summary
Chapter 2: Getting Started with HLSL
An introduction to HLSL
New features of HLSL
Compiling and linking to shaders
Buffers in Direct3D
Constant buffers
Vertex buffers
Index buffers
Textures
Rendering primitives
Direct2D 1.1
Summary
Chapter 3: Rendering a 3D Scene
Displaying the performance data
A short introduction to FPS
Asynchronous loading
Introduction to tasks
Asynchronous resource loading
Getting started with the Model Editor
Loading a model from the .cmo format
Rendering a model
The input devices we'll need
Keyboard
Pointer
Xbox 360 controllers
Turn on the camera
Base camera
First person camera
Third person camera
Composing XAML and Direct3D
Summary
Chapter 4: Tessellation
Hardware tessellation
The most popular usage of hardware tessellation
Basic tessellation
The Hull Shader stage
The Domain Shader stage
Tessellating a quad
Displacement mapping using tessellation
The normal mapping technique
The displacement mapping technique
DirectX graphics diagnostics
Capturing the frame
The Graphics Experiment window
Investigating a missing object
Disabling graphics diagnostics
Summary
Chapter 5: Multithreading
C++ AMP
Compute Shader
C++ AMP versus Compute Shader
Post-processing
Implementing post-processing using C++ AMP
Implementing post-processing using the Compute Shader
Summary
Index