Download Tricks of the Windows Game Programming Gurus by Andre LaMothe PDF

By Andre LaMothe

Covers nearly all of subject matters curious about online game programming with first-class code samples that toughen every one chapter.

My basically feedback is that the code isn't very "OO" (object orientated) in nature and is extra within the procedural / C-style of programming.

This is a minor factor and that i feel it really is as much as the reader to appreciate the recommendations, and refactor the code utilizing OOA, OOD, OOP.

The diagrams during this publication also are first-class and aid whilst the studying will get beautiful heavy.

Recommend this to someone who has learn a number of introductory C++ (or introductory C++ gaming) books and needs to take the subsequent major step. it is very important be devoted as this ebook is massive.

Also an excellent reference e-book for Academia (Computer technology / video game Programming) because the routines and examples are nice and to-the-point.

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Extra resources for Tricks of the Windows Game Programming Gurus

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EXE. 6. 0. 3. Add the source files to the project using the ADD Files command from the main menu or from the project node itself. 7. 0. 4. 8. 8 Game files The resources needed to create a Win32 DirectX application. LIB files are located in the directory wherever you installed the DirectX SDK. LIB files to your project or workspace. LIB files along with installation libraries of the compiler itself. LIB, to your project. This file is located in the directory of your compiler installation.

It also realized that it wanted to be part of that industry, so big plans were drawn up to get Microsoft into the game. The problem was that even Windows 95 had terrible real-time video and audio capabilities. So Microsoft created a piece of software called Win-G to address the video aspect of the problem. Win-G was heralded as the ultimate game programming and graphics subsystem. It turned out to be nothing more than a couple of graphics calls to draw bitmaps, and Microsoft literally denied its existence after about a year—no joke!

2 Continued #define SCREEN_WIDTH #define SCREEN_HEIGHT #define SCREEN_BPP #define MAX_COLORS 640 // size of screen 480 8 // bits per pixel 256 // maximum colors // MACROS ///////////////////////////////////////////////////// // these read the keyboard asynchronously #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? dwSize=sizeof(ddstruct); } // TYPES ////////////////////////////////////////////////////// // basic unsigned types typedef unsigned short USHORT; typedef unsigned short WORD; typedef unsigned char UCHAR; typedef unsigned char BYTE; // EXTERNALS ////////////////////////////////////////////////// extern extern extern extern extern extern extern extern extern extern extern extern LPDIRECTDRAW4 lpdd; // dd object LPDIRECTDRAWSURFACE4 lpddsprimary; // dd primary surface LPDIRECTDRAWSURFACE4 lpddsback; // dd back surface LPDIRECTDRAWPALETTE lpddpal; // a pointer to palette LPDIRECTDRAWCLIPPER lpddclipper; // dd clipper PALETTEENTRY palette[256]; // color palette PALETTEENTRY save_palette[256]; // used to save palettes DDSURFACEDESC2 ddsd; // dd surface description struct DDBLTFX ddbltfx; // used to fill DDSCAPS2 ddscaps; // dd surface capabilities struct HRESULT ddrval; // result back from dd calls DWORD start_clock_count; // used for timing // these defined the general clipping rectangle extern int min_clip_x, // clipping rectangle max_clip_x, min_clip_y, max_clip_y; // these are overwritten globally by DD_Init() extern int screen_width, // width of screen screen_height, // height of screen screen_bpp; // bits per pixel // PROTOTYPES ///////////////////////////////////////////////// 0372313618 CH01 10/26/99 9:35 AM Page 33 CHAPTER 1 Journey into the Abyss // DirectDraw functions int DD_Init(int width, int height, int bpp); int DD_Shutdown(void); LPDIRECTDRAWCLIPPER DD_Attach_Clipper(LPDIRECTDRAWSURFACE4 lpdds, int num_rects, LPRECT clip_list); int DD_Flip(void); int DD_Fill_Surface(LPDIRECTDRAWSURFACE4 lpdds,int color); // general utility functions DWORD Start_Clock(void); DWORD Get_Clock(void); DWORD Wait_Clock(DWORD count); // graphics functions int Draw_Rectangle(int x1, int y1, int x2, int y2, int color, LPDIRECTDRAWSURFACE4 lpdds=lpddsback); // gdi functions int Draw_Text_GDI(char *text, int x,int y,COLORREF color, LPDIRECTDRAWSURFACE4 lpdds=lpddsback); int Draw_Text_GDI(char *text, int x,int y,int color, LPDIRECTDRAWSURFACE4 lpdds=lpddsback); #endif Now, don’t waste too much time straining your brain on the code and what all those weird global variables are.

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