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Windows Game Programming for Dummies
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Table of Contents

Foreword xxiii Introduction 1 Part 1: Getting Familiar with Windows Programming 7 Chapter 1 Setting Up for Windows 95/98/NT Game Programming 9 Chapter 2 Exploring the Basics of Video Game Design 15 Chapter 3 The Nuts and Bolts of Windows 95/98/NT Programming 39 Chapter 4 How to Handle Big Events 67 Chapter 5 Putting windows GDI to Work: Drawing Text and Graphics 83 Chapter 6 Wrapping Up Windows Programming 113 Part II Jacking In with DirectX 133 Chapter 7 The Architecture of DirectX and the Dreaded COM 135 Chapter 8 Getting to Know DirectDraw 151 Chapter 9 Using the DirectDraw Crayons 161 Chapter 10 Digging into DirectDraw: Animation and Bitmaps 187 Chapter 11 Digging Deeper into DirectDraw: Advanced Features 217 Chapter 12 The GPDUMB Game Engine, Part I 249 Part III The Rest of the Puzzle: Sound, Input, and Setup 291 Chapter 13 Making Noise with DirectSound 293 Chapter 14 The Ins and Outs of DirectInput 323 Chapter 15 Press OK to Install: Using DirectSetup and Autoplay 353 Chapter 16 GPDUMB Part II ? The Final Conflict 363 Part IV The Glue of Games 389 Chapter 17 What Goes Up Must come Down: Physics Modeling 391 Chapter 18 Putting the Game Engine to Work with Underworld 413 Chapter 19 Marketing Your Madness 419 Part V The Part of Tens 423 Chapter 20 Ten Basic Rules of Game Design 425 Chapter 21 Ten Biggest Mistakes Game Programmers Make 431 Chapter 22 Ten Best Game Programming Resources on the Web 435 Part VI Bonus Chapters ?.on the CD-ROM Chapter 23 The Lowdown on Artificial Intelligence Chapter 24 Game Programming Potpourri Appendix: About the CD 439 Index 445 Hungry Minds End-User License Agreement 467 Installation Instructions 469 Book Registration Information ? back of Book

About the Author

Andre LaMothe is CEO of Xtreme Games, a leading game developer, and the author of many bestselling game books, including The Black Art of 3D Game Programming.

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