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Home > Courses Certifications > Programming > DirectX 9 synopsis


Managed DirectX 9 - Graphics and Game Programming

Overview: With this course, you will learn how to use Managed DirectX 9 to develop multimedia applications with rich 3D graphics. You will also learn the basics of 3D graphics programming as well as advanced topics such as controlling the level of detail in meshes and using the High Level Shader Language and character animation. The other features of DirectX are also covered. Controlling audio and adding sound effects into your applications is discussed. You'll also learn about user input via the mouse, keyboard, joystick, and force feedback devices.

Prerequisites: Beginning C# Game Programming course

Duration: 10 days

 

Part I: Beginning Graphics Concepts
Chapter 1: Introducing Direct3D

  • Getting Started
  • The Direct3D Device
  • Making Our Triangle Three Dimensional
  • Automatic Device Resets During a Resize
  • We've Got Camera and Action; What About Lights?
  • Device States and Transforms
  • Swapchains and RenderTargets

Chapter 2: Choosing the Correct Device

  • Enumerating Your System's Adapters
  • Determining Whether a Hardware Device is Available
  • Checking Device Capabilities

Chapter 3: Rendering Using Simple Techniques

  • Using Vertex Buffers
  • Texturing Our Objects

Chapter 4: More Rendering Techniques

  • Rendering Other Primitive Types
  • Using Index Buffers
  • Using Depth Buffers

Chapter 5: Rendering with Meshes

  • Defining the Mesh
  • Using Materials and Lighting
  • Using Meshes to Render Complex Models

Chapter 6: Using Managed DirectX to Write a Game

  • Choosing the Game
  • Writing the Game
  • Adding a Movable Car into Your Scene
  • Adding Obstacles
  • Implementing the Finishing Touches

Chapter 7: Using Advanced Mesh Features

  • Cloning Mesh Data
  • Optimising Mesh Data
  • Simplifying Existing Meshes
  • Welding Vertices in a Mesh
  • Making Lots of Little Meshes Out of One Big One

Chapter 8: Understanding Resources

  • Starting with the Resource Class
  • Using the Vertex and Index Buffers
  • Locking Our Buffers
  • Controlling How Buffers Are Locked
  • Using Texture Resources
  • Locking Textures and Getting Descriptions

Chapter 9: Using the Other Mesh Types

  • Simplifying Meshes
  • Controlling the Level of Detail with Progressive Meshes
  • Rendering Patch Meshes
  • Seeing the Tessellation Levels

Chapter 10: Using the Helper Classes

  • Drawing Lines
  • Drawing Text
  • Rendering to Surfaces
  • Rendering Environment Maps

 

Part II: Advanced Graphics Concepts
Chapter 11: Introducing the Programmable Pipeline with the High Level Shader Language

  • Rendering a Single Triangle Without Using the Fixed-function Pipeline
  • Rendering Shader Programs with Techniques
  • Rendering Meshes Using the Programmable Pipeline
  • Using HLSL to Write a Pixel Shader

Chapter 12: Using the High Level Shader Language

  • Using Simple Formulas to Simulate Animation
  • Determining Colour by Blending Textures
  • Lighting Textures
  • Adding Specular Highlights

Chapter 13: Rendering Skeletal Animation

  • Creating the Frame Hierarchy
  • Loading Meshes with Animation
  • Rendering Animated Meshes

 

Part III: Sound and Input
Chapter 14: Discovering the Wonders of Sound

  • Including the Sound Namespace
  • Loading and Playing a Static Sound
  • Using Sounds in 3D
  • Manipulating the Listener
  • Using Effects with Your Sounds

Chapter 15: Controlling User Input

  • Detecting the Devices You Can Use
  • Using the Keyboard Devices
  • Using the Mouse Device
  • Using Game Pads and Joysticks for User Input
  • Using Force Feedback

 

Part IV: Conrolling User Input Chapter 16: Using Direct3D for 2D Graphics

  • Creating a Full Screen Rendering Device
  • Rendering Sprites
  • Animating Your Sprites

Chapter 17: Using DirectDraw for 2D Rendering

  • Creating a Full Screen DirectDraw Device
  • Animating Your Sprites

 

Part V: Adding Networking
Chapter 18: Implementing Peer-to-Peer Networking Using DirectPlay

  • Understanding DirectPlay Addresses
  • Creating a Peer Connection
  • Getting into a Session
  • Using the Event Model
  • Performing Actions in Our Session
  • Handling Lost Sessions

Chapter 19: Creating a Client / Server Session

  • Creating a Dedicated Server Session
  • Connecting a Client
  • Detecting Users Joining and Leaving Your Session
  • Sending Data Packets
  • Making the Client React
  • Handling the Server Lost Event

Chapter 20: Understanding Advanced Networking Features

  • Having a Detailed Look at the Event Model
  • Detecting Bandwidth and Network Statistics
  • Launching Applications Using a Lobby
  • Making Your Application Lobby Aware
  • Adding Voice Chat to Your Sessions

Chapter 21: Achieving Maximum Performance

  • Using Value Types as Objects
  • Understanding the Performance Implications of the Event Model
  • Understanding the Cost of Methods

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