By Jonathan Harbour
Prepare to construct a whole, professional-quality second online game engine from begin to end! "Advanced second online game Development" is your finished consultant to second video game improvement utilizing DirectX within the C++ programming language. each one bankruptcy of the ebook covers one significant part of the sport engine, together with second and 3D rendering, DirectInput, FMOD audio, video game math, multi-threading, Lua scripting, and extra, and the sport engine is outfitted upon bankruptcy by way of chapter.
Through the construction of the sport engine, you’ll study step-by-step how one can write strong code for a number of compilers, including to the code as you're employed via each one bankruptcy. and each bankruptcy contains an instance video game that illustrates the hot recommendations being taught. excellent for video game programming scholars and execs alike, this booklet is your final advisor to impressive 2nd online game improvement.
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Additional resources for Advanced 2D Game Development
So, what do we need to do to get started? Let’s begin by opening the Advanced2D project from the previous chapter, and then add to it. This project is the game engine, and you will write a client or test program that will consume the engine’s functionality in order to do something useful. That is the whole point of a game engine, after all—to simplify the front-end code, or rather, the code that you must write for each new game. A game engine separates the programmer from the platform-speciﬁc APIs and SDKs (such as Direct3D) as much as possible.
The code is the same regardless of whether you are using Dev-Cþþ or Visual Cþþ. The only problems you may experience (other than the usual typos that must be ﬁxed) are linker errors related to the project conﬁguration. This ﬁle describes the core structure of the game engine at this point. cpp ﬁle contains the source code for the Engine class. Note that the Engine class is embedded inside a namespace called Advanced2D. This was done to keep the Engine and its support classes and functions contained to prevent conﬂicts with other entities in the global namespace.
Not to worry—you will become familiar with it in future chapters. But our immediate goal is to get the core engine built and working in Creating the Engine Project order to delve into advanced rendering in the next chapter. That calls for a blitzkrieg of code. I apologize if the term invokes negative connotations from World War II, but it is a good term—we need to blitz through the basics and get the core engine built quickly, without stopping to regroup until the goal has been achieved. h The Timer class provides quick and easy timing facilities to your games, and to the core engine itself in the form of frame-rate estimation and reporting.