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Index
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 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
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