Learning Windows 8 Game Development Год: 2013 Автор: Michael Quandt Издательство: Packt ISBN: 978-1-84969-744-6 Язык: Английский Формат: PDF/EPUB Качество: Изначально компьютерное (eBook) Интерактивное оглавление: Да Количество страниц: 244 Описание: With the recent success of a lot of smaller games, game development is quickly becoming a great field to get in to. Mobile and PC games are on the rise, and having a way to create a game for all types of devices without rewriting everything is a huge benefit for the new Windows 8 operating system. In this book, you will learn how to use cutting-edge technologies like DirectX and tools that will make creating a game easy. This book also allows you to make money by selling your games to the world.
Learning Windows 8 Game Development teaches you how to create exciting games for tablets and PC on the Windows 8 platform. Make a game, learn the techniques, and use them to make the games you want to play. Learn about graphics, multiplayer options, how to use the Proximity + Socket APIs to add local multiplayer, how to sell the game outright, and In-App Purchases.
Learning Windows 8 Game Development guides you from the start of your journey all the way to developing games for Windows by showing you how to develop a game from scratch and sell it in the store.With Learning Windows 8 Game Development, you will learn how to write the code required to set everything up, get some graphics on screen, and then jump into the fun part of adding gameplay to turn a graphics sample into a proper game. From there, you’ll look at how to add awesome features to your game like networking, motion controls, and even take advantage of new Windows 8 features like live tiles and sharing to make your players want to challenge their friends and keep playing.
This book wraps up by covering the only way a good game can finish development: by shipping the game on the Windows Store. You’ll look at the things to remember to make certification painless and some great tips on how to market and sell your game to the public.
Chapter 1: Getting Started with Direct3D 9
Chapter 2: Drawing 2D Sprites 31
Chapter 3: Adding the Input 49
Chapter 4: Adding the Play in the Gameplay 63
Chapter 5: Tilting the World 105
Chapter 6: Bragging Rights 123
Chapter 7: Playing Games with Friends 141
Chapter 8: Getting into the Store 165
Chapter 9: Monetization 181
Appendix: Adding the Third Dimension 195
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[ 2014-03-30 09:29 ]
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