Learning Windows 8 Game Development

Learning Windows 8 Game Development

Michael Quandt

Language: English

Pages: 244

ISBN: 1849697442

Format: PDF / Kindle (mobi) / ePub


Windows 8 brings touchscreens to the tablet and PC. This book will show you how to develop games for both by following clear, hands-on examples. Takes your C++ skills into exciting areas of 3D development.

Overview

  • Use cutting-edge technologies like DirectX to make awesome games
  • Discover tools that will make game development easier
  • Bring your game to the latest touch-enabled PCs and tablets

In Detail

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.

What you will learn from this book

  • Render sprites in 2D
  • Use touch, gamepad, mouse, and keyboard input to control the game
  • Learn the techniques to add multiplayer to your game
  • Add competition with accessible Windows 8 features
  • Use motion sensors and GPS to add unique gameplay
  • Master techniques to maximise your Windows Store effectiveness
  • Learn tips and tricks to pass store certification
  • Kick-start the next stage of gaming with 3D rendering

Approach

A standard practical tutorial running people through Windows 8 RT with a specific focus on game development is the approach chosen here. This type of approach will more likely appeal to an audience that is in need of a structured guide that they can emulate and learn from, unlike the usual reference text available in the market.

Who this book is written for

Learning Windows 8 Game Development is for any developer looking to branch out and make some games. It’s assumed that you will have an understanding of C++ and programming. If you want to program a game, this book is for you, as it will provide a great overview of Direct3D and Windows 8 game development and will kick-start your journey into 3D development.

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In most cases, you will just define the full size of the render target here; however, some situations may need you to draw to just a small section of the screen, maybe for a split screen mode. The viewport lets you define the region once and render as normal for that region, and then define a new viewport for the new region so you can render into it. To create this viewport, we just need to specify the x and y coordinates of the top-left corner, as well as the width and height of the viewport.

development conferences and workshops while working with Microsoft Australia as a Technical Evangelist. Since then he has contributed to the translation of multiple major franchise games to the Windows Store platform, and continues to work with local developers and students to get them involved in game development and bringing their best to the Windows platform. About the Reviewers Anthony E. Alvarez is a native New Yorker. His hobbies include photography, singing, and cooking. He is a food

can be useful to complex games. Resource management Content gets re-used in games quite a bit, and if you had to load each texture and piece of data for every instance you would waste a lot of memory. To get around this we need some form of resource management. As usual for games there are many ways to go about implementing this, from a really simple cache to a complex memory and resource manager that sits separate to all other sub-systems in the game. For our sample we'll add a really simple

string we want. class TextBlock { public: std::wstring Text; DirectX::XMFLOAT2 Position; DirectX::XMFLOAT4 Color; TextBlock() : Text(L""), Position(0, 0), Color(DirectX::Colors::White) {}; }; Now we need to add a SpriteFont, and a vector of TextBlocks to the Renderer. We will load the SpriteFont just like in Chapter 2, Drawing 2D Sprites, but remember that we need the path, so we need to add a new parameter to Initialize, and then set that to the path of our .font file. We'll also create a new

some code referring to the CubeRenderer. To compile the code we need to replace any references to CubeRenderer inside our Chapter1 class with a reference to Game. Structuring each frame All games start up, initialize, and run in a loop until it is time to close down and clean up. The big difference that games have over other applications is they will often load, reinitialize, and destroy content multiple times over the life of the process, as the player progresses through different levels or

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