Learning Windows 8 Game Development
eBook - ePub

Learning Windows 8 Game Development

  1. 244 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Learning Windows 8 Game Development

Book details
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Table of contents
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About This Book

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, youll 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. Youll 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.

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 for

Learning Windows 8 Game Development is for any developer looking to branch out and make some games. Its 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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Information

Learning Windows 8 Game Development


Table of Contents

Learning Windows 8 Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
NuGet and DirectXTK
MSDN
Languages and other resources
WinRT
Components
Threading
C++ Component Extensions
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Getting Started with Direct3D
Setting up the stage
Applications and windows
Structuring each frame
Initializing the Direct3D API
Graphics device
Device context
Swap chain
Render target, depth stencil, and viewport
Down the graphics pipeline
Understanding the game loop
Updating the simulation
Drawing the world
Clearing the screen
Presenting the back buffer
Summary
2. Drawing 2D Sprites
Installing DirectXTK
What a sprite is
Textures
File formats
Loading
Co-ordinate systems
Drawing the sprites
Sorting modes
Finishing the batch
Vectors
Text rendering
TTF versus BMP
Building the font
Drawing the font
Summary
3. Adding the Input
Input devices
Pointers
Keyboard input
GamePad input
Multiple controllers
Buttons
Deadzones and thumbsticks
Summary
4. Adding the Play in the Gameplay
Structuring a game
Traditional object-oriented design
Components and entities
Putting it all together
Subsystems
Refining the input system
Trigger
Action
InputManager
Triggers
Renderer
Resource management
Culling
Implementation
Collision detection
Rectangle collision
Fighting for score
Summary
5. Tilting the World
Orientation
Accelerometer
Shaking things up a bit
Spinning with gyros
Compass
Inclinometer
Orientation for games
Practice makes perfect
Other sensors
Light
Locking on with a GPS
Status
Position
Polling
Summary
6. Bragging Rights
Game state and progression
Sharing in Windows 8
WinRT components
Live tiles
Summary
7. Playing Games with Friends
A better menu system
Networking
Choosing between client/server and peer-to-peer models
The client/server model
The peer-to-peer model
Maybe a hybrid?
The first stage
Using the PeerFinder
Communicating the gameplay
TCP – StreamSocket
UDP – DatagramSocket
Reading and writing data
Side note – Async
The DataReader
The DataWriter
Summary
8. Getting into the Store
Getting into the store
Free accounts
Submitting your game
GDF Certificates
App packages
Capabilities
Adding a privacy policy
Declarations
Certification kit
Creating your app packages
Uploading and submitting
Certification tips
Privacy
Features
Legacy APIs
Debug
WACK
Summary
9. Monetization
Selling your games
Monetization models
The freemium model
The traditional model
The hybrid model
The trial mode
In-app purchases
The consumables
Testing with the simulator
Summary
A. Adding the Third Dimension
Vertices and triangles
Indices
Cameras
DirectXMath
Buffers
Building the vertex and index buffers
Setting the buffers
Using the buffers
Constant buffers
Updating the buffers
Mapping the buffer
The UpdateSubresource() method
Shaders
Vertex shaders
Pixel shaders
Compiling and loading
Input layouts
Drawing the model
Setting the buffers and drawing
Summary
Index

Learning Windows 8 Game Development

Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: October 2013
Production Reference: 1181013
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-744-6
www.packtpub.com
Cover Image by Suresh Mogre ()

Credits

Author
Michael Quandt
Reviewers
Anthony E. Alvarez
Laurent Couvidou
Hexuan
Andrei Marukovich
Mark Sinnathamby
Acquisition Editor
Antony Lowe
Lead Technical Editor
Chalini Snega Victor
Technical Editors
Vrinda Nitesh Bhosale
Ritika Singh
Project Coordinator
Kranti Berde
Proofreaders
Lawrence A. Herman
Christopher Smith
Indexer
Monica Ajmera Mehta
Graphics
Ronak Dhruv
Yuvraj Mannari
Production Coordinator
Prachali Bhiwandkar
Cover Work
Prachali Bhiwandkar

About the Author

Michael Quandt has been working with games, from XNA to DirectX to Unity, as a hobbyist and professional for four years. He has spoken at local game 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 activist and a political atheist. He loves the great outdoors and travelling.
Anthony has held positions such as Software Engineer, Webmaster, Unix Administrator, Customer Service Representative, Marketing Systems Manager, and Salesforce.com Database Administrator. He speaks three foreign languages: Chinese, Japanese, and Spanish.
After returning from a study abroad scholarship in Guangzhou, China, Anthony changed his major to Asian Studies. While attending university, he worked at IBM for three semesters where he developed presentation materials for field sales teams. After graduating CCNY with a Bachelors degree in Arts (BA), Anthony was hired as a computer consultant by a Japanese Architecture company. His clients included Tokyo Electric Power Company (TEPCO), IBM Japan, Taisei Construction, Nippon Telephone and Telegraph (NTT), Budweiser Japan, and Polaroid Japan.
After working three years in Tokyo, Anthony returned to the USA and settled in the Boston Metro area. He was employee number 3 of a startup company specializing in e-commerce projects. Anthony taught adult education courses on e-commerce.
Four years later, Anthony moved to Atlanta to become the first webmaster at Panasonic Wireless Research and Design Center (PMCDU). The company was designing a flagship smart phone for the American market.
Moving to New Jersey, he held the position of a web marketing manager at Casio America, Inc.
Currently a director at Pucho Web Solutions, Anthony specializes in marketing and e-commerce projects using Open Source Software. In order to manage business development issues at the firm, Anthony has completed Entrepreneurship training from Workshop in Business Opportunities (WIBO.org) and Kauffman FastTrac (Kauffman.org). Anthony is a Free Culture advocate using open source methods and tools. He is a volunteer copy editor for the Wikipedia project, an online encycl...

Table of contents

  1. Learning Windows 8 Game Development