By Peter Walsh
Textual content is an replace to the previous textual content, complex 3D online game Programming utilizing DirectX 8.0; concentrating on implementation alterations to DirectX 9.0. For programmers who're new to snap shots and online game programming. Softcover. DLC: desktop video games - Programming.
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Extra resources for Advanced 3D Game Programming Using DirectX 9.0
When you receive a message saying a key has been pressed or released, you get the specific key as a virtual key code. The actual values for the IDs are arbitrary, but the namespace is what you care about: When the letter “a” is pressed, one of the message parameters is equivalent to the #define VK_A. Since that nomenclature is a pain to deal with if you’re doing something like text input, TranslateMessage 12 n Chapter 1: Windows does some housekeeping, and converts the parameter from “VK_A” to “(char)‘a’ ”.
The object can be improved without needing to be recompiled. If you decide to add support for a CD player in your car, all a piece of code needs to do is run QueryInterface for an iCarCDPlayer interface. Getting COM to work like this forces two restrictions on the design of a system. First up, all interfaces are public. If you poke through the DirectX headers, you’ll find the definitions for all of the DirectX interfaces. Any COM program can use any COM object, as long as it has the interface definition and the IDs for the COM interfaces.
The implementation of DirectX graphics pretty much followed this train of thought. You had DirectDraw, which looked after 2D graphics, and Direct3D, which looked after 3D. Direct3D was further split into two groups—Immediate Mode, which provided a low-level interface to the 3D graphics hardware that was generally considered very complex but fast. Retained Mode provided a higher-level, easy to use interface to the hardware, but it was bloated, inflexible, and slow. 0. There was just nothing left to do with it, and most resources were being focused on Direct3D.