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Fontanini - Game development with SlimDX

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Fontanini Game development with SlimDX
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A fast-paced and practical guide on game development using SlimDX

Overview

  • Harness the power of DirectInput and XInput to detect and respond to user input from keyboard, mouse, and joysticks/gamepads while adding the allimportant interactivity to your games
  • Make the most of Direct2D, DirectSound, XAudio2, and Direct3D to make your game worlds come to life on the screen
  • A practical guide packed with example code and quick instructions on game development with SlimDX

In Detail

Video games have been around for quite some time, but SlimDX has become a big thing in game development in recent years. It is a free open source framework that lets you bring your own virtual world to life using the power of DirectX.

This tutorial gives you a good head start into the world of game development with SlimDX. You will learn everything you need to know to start making your own 2D and 3D games.

This book takes you through some of the most important areas of game design, such as handling user input, 2D graphics, and adding sound and music to your games. You will learn the advanced topic of 3D graphics, which will get you started on making your own games. It will guide you fully in working with 2D game worlds and animated 2D characters by developing a 2D tilebased game world with a goofy, animated robot character for the player to control, and other demos.

By learning the basics of creating 3D graphics, you will be comfortable building 3D worlds in your own game.

What you will learn from this book

  • Handle user input from the mouse, keyboard, and gamepad using both DirectInput and XInput
  • Draw 2D graphics using Direct2D
  • Create a 2D tilebased game world with animated characters
  • Add sound effects and music to your game using both DirectSound and XAudio2
  • Set up a Direct3D application
  • Render basic 3D graphics
  • Texture your basic 3D objects

Approach

An easytofollow guide on SlimDX game development with practical exercises in each chapter. Stepbystep instructions and example code put each topic into action in a working demo.

Who this book is written for

If you are a game designer or game developer with a passion for video games and a desire to create your own from scratch, this is the book for you. You will need basic programming experience in C#(C Sharp) to get the most out of this book.

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Game Development with SlimDX

Game Development with SlimDX

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: December 2013

Production Reference: 1171213

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78216-738-9

www.packtpub.com

Cover Image by Jarek Blaminsky (<>)

Credits

Author

Michael Fontanini

Reviewers

Mitchell Davis

Lennard Fonteijn

Acquisition Editors

James Jones

Meeta Rajani

Lead Technical Editor

Susmita Panda

Technical Editors

Pankaj Kadam

Gaurav Thingalaya

Copy Editors

Sarang Chari

Janbal Dharmaraj

Mradula Hegde

Deepa Nambiar

Karuna Narayanan

Project Coordinator

Ankita Goenka

Proofreader

Maria Gould

Indexer

Mariammal Chettiyar

Graphics

Disha Haria

Production Coordinator

Conidon Miranda

Cover Work

Conidon Miranda

About the Author

Michael Fontanini has a passion for video games and computers, loves animals, and is a very friendly yet timid person. He first got into computer programming when he was just a kid, and was given a toy made by VTech, called the PreComputer 1000. It had a programming mode in it, which was a very basic form of the language BASIC. Out of curiosity, he played around with it, and became fascinated with his new ability to make a computer do whatever he wanted. He soon discovered QBasic (QuickBasic) on a Windows PC (a DOS version of the language BASIC that came with old versions of Windows) and started messing up with that. From there, he eventually moved on to Visual Basic, and then C++ and C#.

As he grew older, his passion for video games grew, and eventually, he realized he could combine these two passions and make video games. Nintendo's, The Legend of Zelda series, has been one of his favorite game franchises and a great source of inspiration. Creating virtual worlds in computers also fascinated him. So, he has spent countless hours playing with game programming and level creation recreationally, and has learned a lot along the way. He aspires to become a successful indie game developer.

He was held back by some anxiety issues and hasn't been very successful in life, but the book Game Development with SlimDX , Packt Publishing , was a great opportunity, so he pursued it. Michael enjoyed this new journey and is proud of his work. He is always there for his friends and family. Having been a bit of a loner growing up, he learned the hard way how precious good friends and family are. He is thankful for all that he has.

I'd like to thank my friends (especially my best friend, John Carlson) and family for supporting me in writing Game Development with SlimDX , and encouraging me to undertake this endeavor, as well as all of the people at Packt Publishing for giving me the opportunity to write this book, and for working with me on this book.

I'd also like to thank the website, http://wrathgames.com/blog, [WrathGames Studio]for the music track we used in the third chapter of this book.

About the Reviewers

Mitchell Davis is employed by Kansas City Life Insurance Company as a Solutions Architect. With eight years' experience in .NET and Windows technology, he has become well-versed in patterns and best practices with .NET and other programming technologies.

I would like to thank Nicole, Nora, Darby, and Jared for all their support.

Lennard Fonteijn started programming in BASIC in his early teens on a very old DOS PC. While he developed his skills over the years, programming was always a hobby. With some trepidation that turning his hobby into work would make him lose interest in programming, he decided to study Computer Science.

During his first internship, he quickly discovered that programming websites and applications wasn't what he wanted to do for the rest of his life, and he decided to focus on his other passion besides programming: gaming.

While Lennard enjoyed playing games, he was particularly fascinated by how they worked internally. Having spent quite some time fiddling around with libraries such as DirectX, he knew this had to become his specialty someday.

As a result, he did everything in his power to bend his Computer Science studies towards gaming by following an ActionScript 3 classa Serious Games classand by minoring in game technology. He did his final internship at a local game company and received his bachelor's degree in 2013.

Since graduating, Lennard has worked as a freelancer, leaving him enough spare time to work on his own projects as well as prepare himself for an eventual full-time job in the game industry.

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Preface

This book is a quick, hands-on guide to the basics of game programming with SlimDX. SlimDX is a managed wrapper for DirectX, allowing us to use the full power of DirectX in managed languages such as C# (pronounced C Sharp). This is a huge benefit since managed languages such as C# are much nicer to work in than lower-level languages such as C++, which increases productivity since many things can be done quicker.

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