Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book: Understand how vectors, matrices, and transfomations are used in the creation of computer games. Discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes. Explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections. Learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs. Test your knowledge and programming skills with the end-of-chapter exercises.
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TaGs: 3D, DirectX 10, Game, Game Development, Introduction, Programming
Enterprise JavaBeans™ is the core component technology of the Java Enterprise Edition platform. It is an enterprise infrastructure designed to provide developers with the automatic management of many of the services essential to enterprise applications. The EJB containerthe immediate environment of enterprise bean components and the provider of managed services to themis at the center of this architecture. However, to use this managed environment in earlier versions of EJB, developers had to write to APIs that focused more on the EJB container’s requirements than on the business logic of enterprise applications. Consequently, EJB development was unnecessarily complex. For example:
-Implementation of various EJB interfaces led to a lot of boilerplate code for methods that were required by the interface, but not needed by the application.
-An XML deployment descriptor was required to integrate the application with its environment and with container services. Access to the components’ environment was clumsy and nonintuitive.
-The design of container-managed persistence made domain object modeling unnecessarily complex and heavyweight. While container-managed persistence was originally conceived as an ease-of-use facility, in practice, it was awkward and limiting.
The purpose of the EJB 3.0 release was to refocus EJB on simplifying the developer’s tasksand to fix all of these problems, and more.
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TaGs: Enterprise, Game Development, JavaBeans 3.0, Software Development, Web Development
First of all, anyone can learn to program a computer. Computer programming doesn’t require a high IQ and an innate proficiency in advanced mathematics. Computer programming just requires a desire to learn and the patience never to give up. Programming is a skill like swimming, dancing, and juggling. Some people are naturally better than others, but anyone can get better with constant practice. That’s why so many kids become programming wizards at such an early age. The kids aren’t necessarily brilliant; they’re just willing to put in the time to learn a new skill, and they’re not afraid of failing. If you ever dreamed about writing your own programs, rest assured that you can. Programming can be lots of fun, but it can also be frustrating, annoying, and time-consuming. That’s why Wiley publishes this particular book — to help you discover how to program a computer with the minimum amount of inconvenience and the maximum amount of enjoyment. Whether you want to pick up computer programming for fun, to start a new
career, or to help make your current job easier, consider this book your personal guide through the sometimes scary — and initially intimidating — world of computer programming. After you finish this book, you can choose the best programming language to accomplish a particular task, understand the tools that programmers use, and even write your own programs for personal use or for sale to others.
And after you read Beginning Programming For Dummies, 3rd Edition, you can find more detailed information about specific languages by reading Visual BASIC.NET For Windows For Dummies, by Wallace Wang; C For Dummies, by Dan Gookin; Visual C++ .NET For Dummies, by Michael Hyman and Bob Arnson; C++ For Dummies and C# For Dummies, by Stephen R. Davis; Beginning Programming with Java For Dummies, by Barry Burd; Windows Game Programming For Dummies, by Andre LaMothe; or Perl For Dummies, by Paul Hoffman (all published by Wiley Publishing).
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TaGs: Beginning, Dummies, Game Development, Programming, Software Development, Web Development
Staring back at me on the screen was an image I recognized: a face—my face. Grainy and pixilated, it was still me. I watched with detached curiosity as my expression twisted and contorted beyond human limits until finally, an alien embryo burst from my skull. A voice behind me said, “You wanna see it again?” No, this wasn’t some horrible dream, it was my job. I worked at a company producing and designing computer games. I also got to “star” in our first release, an adventure game where the player clicks me around the screen. And if the player fails to solve the game in time . . . well, I think you know how that turns out. I’ve also worked as a programmer for a major Internet services company, traveling to sites around the country. And while those two lines of work may seem quite different, the basic skills necessary to succeed in each started to take shape while I wrote simple games on my home computer as a kid. The goal of this book is to teach you the Python programming language, learning to program the same way I did: by creating simple games. There’s something more exciting about learning to program by writing software that’s fun. And even though the examples are entertaining, you’ll still see some serious programming. I cover all of the fundamental topics you’d expect from an introductory text and then some. In addition, I point out concepts and techniques that you can apply to more mainstream projects. If you’re new to programming, you’ve made the right choice. Python is the perfect beginners’ language. It has a clear and simple syntax that will get you writing useful programs in short order. Python even has an interpreted mode, which offers immediate feedback, allowing you to test out new ideas almost instantly. If you’ve done some programming before, you’ve still made the right choice. Python has all the power and flexibility you’d expect from a modern, object-oriented programming language. But even with all of its power, you may be surprised how quickly you can build programs. In fact, ideas translate so quickly to the computer, Python has been called “programming at the speed of thought.” Like any good book, this one starts at the beginning. The first thing I cover is installing Python under Windows. Then, I move through concepts, one step at a time, by writing small programs to demonstrate each step. By the end of the book, I’ll have covered such fancy-sounding topics as data structures, file handling, exceptions, object-oriented design, and GUI and multimedia programming. I also hope to show you how to design as well as program. You’ll learn how to organize your work, break problems down into manageable chunks, and refine your code. You’ll be challenged at times, but never overwhelmed. Most of all, you’ll have fun while learning. And in the process, you’ll create some small, but cool computer games. Throughout the book, I’ll throw in a few other tidbits, notably the following:
- HINT These are good ideas that experienced programmers like to pass on.
- TRAP There are a few areas where it’s easy to make a mistake. I’ll point them out to you as we go.
- TRICK These will suggest techniques and shortcuts that will make your life as a programmer easier.
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TaGs: Absolute, Beginner, Game Development, Programming, Python, Software Development
This book is about using Python to get jobs done on Windows. We hope by now you have heard of Python, the exciting object-oriented scripting language that is rapidly entering the programming mainstream. Although Python is perhaps better known on the Unix platform, it offers a superb degree of integration with the Windows environment. One of us, Mark Hammond, is responsible for many of Python’s Windows extensions and has coauthored the Python COM support, both of which are major topics of this book. This book can thus be considered the definitive reference to date for Python on the Windows platform. This is intended to be a practical book focused on tasks. It doesn’t aim to teach Python programming, although we do provide a brief tutorial. Instead, it aims to cover:
- How Python works on Windows
- The key integration technologies supported by Python on Windows, such as the Win32 extensions, which let you call the Windows API, and the support for COM
- Examples in many topic areas showing what Python can do and how to put it to work
In the end, we hope you will have a clear idea of what Python can do and how to put it to work on real-world tasks.
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TaGs: Edition, First, Game Development, Programming, Python, Software Development, Win32
What’s your story?:
- Are you a working stiff, interested in knowing more about the way your company’s computers work?
- Are you a student who needs some extra reading in order to survive a beginning computer course?
- Are you a typical computer user — you’ve done lots of word processing, and you want to do something more interesting with your computer?
- Are you a job seeker with an interest in entering the fast-paced, glamorous, high-profile world of computer programming (or at least, the decent-paying world of computer programming)?
Well, if you want to write computer programs, this book is for you. This book avoids the snobby “of-course-you-already-know” assumptions, and describes computer programming from scratch. The book uses Java — an exciting, relatively new computer programming language. But Java’s subtleties and eccentricities aren’t the book’s main focus. Instead, this book emphasizes a process — the process of creating instructions for a computer to follow. Many highfalutin’ books describe the mechanics of this process — the rules, the conventions, and the formalisms. But those other books aren’t written for real people. Those books don’t take you from where you are to where you want to be. In this book, I assume very little about your experience with computers. As you read each section, you get to see inside my head. You see the problems that I face, the things that I think, and the solutions that I find. Some problems are the kind that I remember facing when I was a novice; other problems are the kind that I face as an expert. I help you understand, I help you visualize, and I help you create solutions on your own. I even get to tell a few funny stories.
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TaGs: Beginning, Dummies, Java, Programming, Software Development, Web Development
Welcome to Java All-in-One Desk Reference For Dummies, the one Java book that’s designed to replace an entire shelf full of the dull and tedious Java books you’d otherwise have to buy. This book contains all the basic and not-so-basic information you need to know to get going with Java programming, starting with writing statements and using variables and ending with techniques for writing programs that use animation and play games. Along the way, you find information about programming user interfaces, working with classes and objects, creating Web applications, and dealing with files and databases. You can, and probably should, eventually buy separate books on each of these topics. It won’t take long before your bookshelf is bulging with 10,000 or more pages of detailed information about every imaginable nuance of Java programming. But before you’re ready to tackle each of those topics in depth, you need to get a birds-eye picture. That’s what this book is about. And if you already own 10,000 pages or more of Java information, you may be overwhelmed by the amount of detail and wonder, do I really need to read 1,200 pages about JSP just to create a simple Web page? And do I really need a six-pound book on Swing? Truth is, most 1,200 page programming books have about 200 pages of really useful information — the kind you use every day — and about 1,000 pages of excruciating details that apply mostly if you’re writing guidance control programs for nuclear missiles or trading systems for the New York Stock Exchange. The basic idea here is that I’ve tried to wring out the 100 or so most useful pages of information on nine different Java programming topics: setup and configuration, basic programming, object-oriented programming, programming techniques, Swing, file and database programming, Web programming, and animation and game programming. Thus, a nice, trim 900 page book that’s really nine 100 page books. (Well, they didn’t all come out to 100 pages each. But close!) So whether you’re just getting started with Java programming or you’re a seasoned pro, you’ve found the right book.
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TaGs: All-in-One, Dummies, Game Development, Java, Reference, Software Development, Web Development
This book shows you the techniques that make games tick, and gives you dozens of working Java code examples. In addition, each example is backed up by detailed explanations that fully deconstruct the code so that you can see how everything works. You can start from these working examples and customize them, use the parts to create entirely new games, or simply use them as a source of ideas for writing your own custom game code. While this book does, where necessary, discuss a little theory, the real heart of the book is intended more like a hands-on auto shop class than a physics lecture. After all, understanding how a water pump works is a lot easier if you can hold one in your hand and see where it fits on a real car engine. Likewise, understanding game code is a lot easier if you can examine each part of the code in detail and see where it fits in the overall structure of a working program.
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TaGs: Dummies, Game, Game Development, Java, Programming
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