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Game Programming Gurus

    Part I.  Windows Programming Foundations
      Chapter 1.  Journey into the Abyss
      A Little History
      Designing Games
      Types of Games
      Brainstorming on Ideas
      The Design Document and Storyboards
      Making the Game Fun
      The Components of a Game
      General Game Programming Guidelines
      Using Tools
      Setting Up to Get Down—Using the Compiler
      An Example: FreakOut
      Summary
   
      Chapter 2.  The Windows Programming Model
      The Genesis of Windows
      Multitasking and Multithreading
      Programming the Microsoft Way: Hungarian Notation
      The World's Simplest Windows Program
      Real-World Windows Applications (Without Puck)
      The Windows Class
      Registering the Windows Class
      Creating the Window
      The Event Handler
      The Main Event Loop
      Making a Real-Time Event Loop
      Opening More Windows
      Summary
   
      Chapter 3.  Advanced Windows Programming
      Using Resources
      Working with Menus
      Introduction to GDI (Graphics Device Interface)
      Handling Important Events
      Sending Messages Yourself
      Summary
   
      Chapter 4.  Windows GDI, Controls, and Last-Minute Gift Ideas
      Advanced GDI Graphics
      Points, Lines, Polygons, and Circles
      More on Text and Fonts
      Timing Is Everything
      Playing with Controls
      Getting Information
      The T3D Game Console
      Summary
   
   
    Part II.  DirectX and 2D Fundamentals
      Chapter 5.  DirectX Fundamentals and the Dreaded COM
      DirectX Primer
      COM: Is It the Work of Microsoft… or Demons?
      Working with DirectX COM Objects
      The Future of COM
      Summary
   
      Chapter 6.  First Contact: DirectDraw
      The Interfaces of DirectDraw
      Creating a DirectDraw Object
      Cooperating with Windows
      Getting into the Mode of Things
      The Subtleties of Color
      Building a Display Surface
      Summary
   
      Chapter 7.  Advanced DirectDraw and Bitmapped Graphics
      Working with High-Color Modes
      Double Buffering
      Surface Dynamics
      Page Flipping
      Using the Blitter
      Clipper Fundamentals
      Working with Bitmaps
      Offscreen Surfaces
      Bitmap Rotation and Scaling
      Discrete Sampling Theory
      Color Effects
      Manual Color Transforms and Lookup Tables
      The New DirectX Color and Gamma Controls Interface
      Mixing GDI and DirectX
      Getting the Lowdown on DirectDraw
      Using DirectDraw in Windowed Modes
      Summary
   
      Chapter 8.  Vector Rasterization and 2D Transformations
      Drawing Lines
      Basic 2D Clipping
      Wireframe Polygons
      Transformations in the 2D Plane
      Introduction to Matrices
      Translation
      Scaling
      Rotation
      Solid Filled Polygons
      Collision Detection with Polygons
      More on Timing and Synchronization
      Scrolling and Panning
      Fake 3D Isometric Engines
      The T3DLIB1 Library
      The BOB (Blitter Object) Engine
      Summary
   
      Chapter 9.  Uplinking with DirectInput and Force Feedback
      The Input Loop Revisited
      DirectInput Overture
      Going Deeper with Force Feedback
      Writing a Generalized Input System: T3DLIB2.CPP
      Summary
   
      Chapter 10.  Sounding Off with DirectSound and DirectMusic
      Sound Programming on the PC
      And Then There Was Sound…
      Digital Versus MIDI—Sounds Great, Less Filling
      Sound Hardware
      Digital Recording: Tools and Techniques
      DirectSound on the Mic
      Starting Up DirectSound
      Primary and Secondary Sound Buffers
      Rendering Sounds
      Making DirectSound Talk Back
      Reading Sounds from Disk
      DirectMusic: The Great Experiment
      DirectMusic Architecture
      Starting Up DirectMusic
      Loading a MIDI Segment
      Manipulating MIDI Segments
      The T3DLIB3 Sound and Music Library
      Summary
   
   
    Part III.  Hardcore Game Programming
      Chapter 11.  Algorithms, Data Structures, Memory Management, and Multithreading
      Data Structures
      Algorithmic Analysis
      Recursion
      Trees
      Optimization Theory
      Making Demos
      Strategies for Saving the Game
      Implementing Multiple Players
      Multithreaded Programming Techniques
      Summary
   
      Chapter 12.  Making Silicon Think with Artificial Intelligence
      Artificial Intelligence Primer
      Deterministic AI Algorithms
      Patterns and Basic Control Scripting
      Modeling Behavioral State Systems
      Modeling Memory and Learning with Software
      Planning and Decision Trees
      Pathfinding
      Advanced AI Scripting
      Artificial Neural Networks
      Genetic Algorithms
      Fuzzy Logic
      Building Real AI for Games
      Summary
   
      Chapter 13.  Playing God: Basic Physics Modeling
      Fundamental Laws of Physics
      The Physics of Linear Momentum: Conservation and Transfer
      Modeling Gravity Effects
      The Evil Head of Friction
      Basic Ad Hoc Collision Response
      Real 2D Object-to-Object Collision Response (Advanced)
      Resolving the n-t Coordinate System
      Simple Kinematics
      Particle Systems
      Playing God: Constructing Physics Models for Games
      Summary
   
      Chapter 14.  The Text Generation
      What Is a Text Game?
      How Do Text Games Work?
      Getting Input from the Outside World
      Language Analysis and Parsing
      Putting All the Pieces Together
      Implementing Sight, Sound, and Smell
      Making It Real-Time
      Error Handling
      Creeping Around with Shadow Land
      The Language of Shadow Land
      Building and Playing Shadow Land
      Summary
   
      Chapter 15.  Putting It All Together: You Got Game!
      The Initial Design of Outpost
      The Tools Used to Write the Game
      The Game Universe: Scrolling in Space
      The Player's Ship: "The Wraith"
      The Asteroid Field
      The Enemies
      The Power-Ups
      The HUDS
      The Particle System
      Playing the Game
      Compiling Outpost
      Epilogue
   
   
    Part IV.  Appendixes
      Appendix A.  What's on the CD-ROMs
      Appendix B.  Installing DirectX and Using the C/C++ Compiler
      Using the C/C++ Compiler
   
      Appendix C.  Math and Trigonometry Review
      Trigonometry
      Vectors
   
      Appendix D.  C++ Primer
      What Is C++?
      The Minimum You Need to Know About C++
      New Types, Keywords, and Conventions
      Memory Management
      Stream I/O
      Classes
      The Scope Resolution Operator
      Function and Operator Overloading
      Summary
   
      Appendix E.  Game Programming Resources
      Game Programming Sites
      Download Points
      2D/3D Engines
      Game Programming Books
      Microsoft DirectX Multimedia Exposition
      Usenet Newsgroups
      Keeping Up with the Industry: Blues News
      Game Development Magazines
      Game Web Site Developers
      Xtreme Games LLC
   
      Appendix F.  ASCII Tables
   
    Index

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