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Pooya Eimandar - DirectX 11.1 Game Programming

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Pooya Eimandar DirectX 11.1 Game Programming
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DirectX 11.1 Game Programming brings unprecedented power and flexibility to programmers who want to excel in graphical programs. DirectX 11.1 Game Programming is an introduction to creating interactive computer graphics and games, using Direct3D 11.1. You would be guided through the new features of Direct3D along with XAML to build an extensible multithreaded framework for creating 3D applications and games on the Windows 8 metro style platform.
DirectX 11.1 Game Programming explores the techniques to set up a 3D multithreaded framework for metro style graphics programs. You would be guided through the process of extending your framework to utilize the advantages of Direct3D 11.1.

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DirectX 11.1 Game Programming

DirectX 11.1 Game Programming

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: August 2013

Production Reference: 1190813

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-480-3

www.packtpub.com

Cover Image by Pooya Eimandar (<>)

Credits

Author

Pooya Eimandar

Reviewers

Doron Feinstein

Stephan Hodes

Vinjn Zhang

Acquisition Editors

Saleem Ahmed

Erol Staveley

Commissioning Editor

Yogesh Dalvi

Technical Editors

Ruchita Bhansali

Aniruddha Vanage

Copy Editors

Gladson Monteiro

Aditya Nair

Alfida Paiva

Project Coordinator

Amigya Khurana

Proofreader

Paul Hindle

Indexer

Mariammal Chettiyar

Graphics

Ronak Dhruv

Production Coordinator

Adonia Jones

Cover Work

Adonia Jones

About the Author

Pooya Eimandar was born on January 07, 1986. He graduated with a degree in Computer Science and Hardware Engineering from Shomal University and has been programming mainly in DirectX and OpenGL since 2002.

His main research interests are GPU-programming, image processing, parallel computing, and game developing.

Since 2010, he has been leading a game engine team for a company Bazipardaz, working on their latest titles for Xbox 360 and PC. You can find more information about this at http://persianengine.codeplex.com/.

I thank God for every moment of my life.

I would like to thank the staff at Packt Publishing, in particular Yogesh Dalvi and Amigya Khurana, and thanks a million to the technical reviewers for their valuable suggestions.

Also, I would like to thank Amir Sarabadani, Seyed Mohammad Hossein Mayboudi, and Simin Vatandoost for their valuable support while editing the book.

I would also like to thank my colleagues at Bazipardaz, and finally my family for their love and support.

Your feedback is valuable to me, so never hesitate to contact me. You can find me at http://www.Pooya-Eimandar.com.

About the Reviewers

Doron Feinstein is a Senior Graphics Programmer at Rockstar Games and is the author of the book HLSL Development Cookbook published by Packt Publishing .

After working with simulations for a number of years, he decided to switch to an exciting career in the games industry. Max Payne 3 and All Points Bulletin (APB) are among some of the titles Doron has worked on commercially.

Stephan Hodes has been working as a Game Engine programmer for almost 15 years while GPUs made the transition from fixed function pipeline to programmable shader hardware. During this time, he worked on a number of games released for PC as well as for Xbox 360 and PS3.

Since he joined AMD as a Developer Relations Engineer in 2011, he has worked with a number of European developers on optimizing their technology to take full advantage of the processing power that the latest GPU hardware provides.

He is currently living with his wife and son in Berlin, Germany.

Vinjn Zhang is an enthusiastic Software Engineer. His main interests in programming include game development, graphics shader writing, human-computer interaction, and computer vision. He has translated two technical books into Chinese, one for the processing language and one for OpenCV.

Vinjn Zhang has worked for several game production companies including Ubisoft and 2K Games. He is currently working as a GPU Architect for NVIDIA, where he gets the chance to see the secrets of GPU. Besides his daily work, he is an active github user. He tries to make every piece of code open source. His website is also an open source repositoryVisit his website http://vinjn.github.io/.

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Dedicated to my mother

Preface

In the last few years, the number of devices in which complex graphics are embedded has vastly increased. Recently, Microsoft released a new version of Windows called Windows 8. The Direct3D 11.1 API is also included with Windows 8 and provides a significant expansion in capabilities over it's previous version.Microsoft showed that Direct3D 11.1 plays a key role in writing high-performance 3D Metro applications in Windows 8. To ease portability, Windows 8 introduces a new type of application called the Windows Store application, which is a great opportunity for developers to write cross-platform applications to write cross-platform applications over the Microsoft platforms.

This book will help you easily create your own framework and build your first game for Metro Style all by yourself in order to publish it on the Windows Store.

What this book covers

, Say Hello to DirectX 11.1 , covers the new features of Windows 8, DirectX 11.1, and the new extension of C++ called C++/CX. This chapter also covers how to set up a framework and initialize the Direct3D device.

, GettingStarted with HLSL , provides you with a preliminary knowledge of the new features of HLSL in DirectX 11.1 and explains how to interact with buffers in Direct3D. It also introduces the new additions of Direct2D for Windows 8.

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