Game Development with SlimDX

You will need basic programming experience in C#(C Sharp) to get the most out of this book.

Author: Michael Fontanini

Publisher: Packt Pub Limited

ISBN: 1782167382

Category: COMPUTERS

Page: 150

View: 486

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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.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.

Lua Game Development Cookbook

Game Development with SlimDX ISBN: 978-1-78216-738-9 Paperback: 150 pages A fast-paced and practical guide on game development using SlimDX 1.

Author: Mário Kašuba

Publisher: Packt Publishing Ltd

ISBN: 9781849515511

Category: Computers

Page: 360

View: 205

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The Lua language allows developers to create everything from simple to advanced applications and to create the games they want. Creating a good game is an art, and using the right tools and knowledge is essential in making game development easier. This book will guide you through each part of building your game engine and will help you understand how computer games are built. The book starts with simple game concepts used mainly in 2D side-scroller games, and moves on to advanced 3D games. Plus, the scripting capabilities of the Lua language give you full control over game. By the end of this book, you will have learned all about the components that go into a game, created a game, and solved the problems that may arise along the way.

LLVM Essentials

Game Development with SlimDX ISBN: 978-1-78216-738-9 Paperback: 150 pages A fast-paced and practical guide on game development using SlimDX 1.

Author: Suyog Sarda

Publisher: Packt Publishing Ltd

ISBN: 9781783558629

Category: Computers

Page: 166

View: 864

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Become familiar with the LLVM infrastructure and start using LLVM libraries to design a compiler About This Book Learn to use the LLVM libraries to emit intermediate representation (IR) from high-level language Build your own optimization pass for better code generation Understand AST generation and use it in a meaningful way Who This Book Is For This book is intended for those who already know some of the concepts of compilers and want to quickly get familiar with the LLVM infrastructure and the rich set of libraries that it provides. What You Will Learn Get an introduction to LLVM modular design and LLVM tools Convert frontend code to LLVM IR Implement advanced LLVM IR paradigms Understand the LLVM IR Optimization Pass Manager infrastructure and write an optimization pass Absorb LLVM IR transformations Understand the steps involved in converting LLVM IR to Selection DAG Implement a custom target using the LLVM infrastructure Get a grasp of C's frontend clang, an AST dump, and static analysis In Detail LLVM is currently the point of interest for many firms, and has a very active open source community. It provides us with a compiler infrastructure that can be used to write a compiler for a language. It provides us with a set of reusable libraries that can be used to optimize code, and a target-independent code generator to generate code for different backends. It also provides us with a lot of other utility tools that can be easily integrated into compiler projects. This book details how you can use the LLVM compiler infrastructure libraries effectively, and will enable you to design your own custom compiler with LLVM in a snap. We start with the basics, where you'll get to know all about LLVM. We then cover how you can use LLVM library calls to emit intermediate representation (IR) of simple and complex high-level language paradigms. Moving on, we show you how to implement optimizations at different levels, write an optimization pass, generate code that is independent of a target, and then map the code generated to a backend. The book also walks you through CLANG, IR to IR transformations, advanced IR block transformations, and target machines. By the end of this book, you'll be able to easily utilize the LLVM libraries in your own projects. Style and approach This book deals with topics sequentially, increasing the difficulty level in a step-by-step approach. Each topic is explained with a detailed example, and screenshots are included to help you understand the examples.

Gamification Based E Learning Strategies for Computer Programming Education

Game Frameworks for Common Programming Languages I do not intend to include here an exhaustive list ... SlimDX (https://slimdx.org/) is a very thin wrapper ...

Author: Alexandre Peixoto de Queirós, Ricardo

Publisher: IGI Global

ISBN: 9781522510352

Category: Education

Page: 350

View: 137

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Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Introduction to 3D Game Programming with DirectX 11

NET wrappers exist for Direct3D (e.g., http://slimdx.org/) so that you can access this powerful ... with an emphasis on game development, using Direct3D 11.

Author: Frank Luna

Publisher: Stylus Publishing, LLC

ISBN: 9781937585969

Category: Computers

Page: 600

View: 427

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]