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DirectX 8 and Visual Basic Development

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DirectX 8 and Visual Basic Development

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Description

  • Copyright 2002
  • Dimensions: 7-3/8" x 9-1/8"
  • Pages: 480
  • Edition: 1st
  • Book
  • ISBN-10: 0-672-32225-0
  • ISBN-13: 978-0-672-32225-9

DirectX 8 and Visual Basic Development fills an unmet need in the marketplace as the first book to explain how to use Visual Basic .NET and DirectX 8 to create sophisticated multi-media applications. Topics include networked games, 3D multimedia applications, enable Force Feedback joystick devices in their own applications, multimedia applications that allow for multiple user input devices, and multimedia applications that use music and sound. Real world examples explain how to use these tools effectively, professionally, and quickly.

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DirectX 8 and VB Development: Animation Techniques

Table of Contents



Introduction.

I. VB AND DIRECTX DEVELOPMENT.

1. Introduction to DirectX Programming.

What Is DirectX? A History. Why Visual Basic and DirectX? Putting DirectX to Work. The DirectX Components. Summary.

2. Multimedia Programming in the Visual Basic Environment.

Installing DirectX. Setting Up DirectX for Use in Visual Basic. Classes and Objects. Programming Tips to Improve Animation. DirectX Utilities. Compiling for Speed: Tips and Tricks. Summary.

3. Animation Techniques.

The Basics. DirectX Objects. Techniques. Summary.

II. DIRECTX GRAPHICS PROGRAMMING.

4. Creating Graphics with DirectDraw.

Creating Graphics with DirectDraw Classes. HAL Versus HEL. Display Modes. An Example Using the DirectDraw Class. Summary.

5. Creating Basic Animations.

Surfaces. Gamma and Color Controls. Overlay Surfaces. A DirectDrawSurface Example. Summary.

6. Palettes and Palette Animation.

Palettes. Palette Animation. A DirectDrawPalette Example. Summary.

7. 3D Geometry.

3D Space Coordinate System. 3D Objects. Matrices. Summary.

8. Direct3D.

Direct3D Objects. Creating 3D Applications. Summary.

9. Using Direct3D.

2D Graphics with Direct3D. Creating a Billboard Application. Summary.

III. MONITORING USER INPUT WITH DIRECTINPUT.

10. Using DirectInput to Manage User Interactions.

Obtaining User Input from DirectInput. DirectInput Architectural Overview. DirectInput Technologies and Components. Summary.

11. Action Mapping.

Managing User Input with Action Maps. Summary.

12. The Keyboard.

Retrieving User Input from the Keyboard. The Keyboard Example. Summary.

13. The Joystick.

Retrieving User Input from the Joystick. Force Feedback. The Joystick Example. Summary.

14. The Mouse.

Retrieving User Input from the Mouse. Considerations for DirectInput Use of the Mouse. Immediate Data. Summary.

IV. ADDING MUSIC AND SOUNDS WITH DIRECTAUDIO.

15. DirectX Audio-DirectMusic and DirectSound.

What Is DirectMusic? What Is DirectSound? When Should I Use DirectSound Versus DirectMusic? Summary.

16. Composing Music.

The Loader Object. The Performance Object. The Segment Object. The Audio Parameter Structure. The Band Object. Modifying the Performance. A DirectMusic Example. DirectMusic Producer. Summary.

17. Adding Sounds to Your Application with DirectSound.

The DirectSound8 Object. Buffers. The DirectSound Buffer Descriptor. Using the Sound Buffers. Modifying the Sound Buffer. Recording. DirectSound3D. Summary.

V. STREAMING MEDIA WITH DIRECTSHOW.

18. Introduction to DirectShow.

Uses for DirectShow. Objects in DirectShow. DirectShow Architecture. Supported Media Formats and Codecs. Creating a Reference to the ActiveMovie Type Library. Summary.

19. Using DirectShow for Digital Editing.

DirectShow Editing Services (DES). Summary.

20. Multimedia Players.

The ActiveMovie DLL. An Example Using the ActiveMovie DLL. Microsoft Web DVD Control. Summary.

VI. MULTIUSER STRATEGIES WITH DIRECTPLAY.

21. Using DirectPlay to Create Multiplayer Games.

A DirectPlay Primer. Communication Models. DirectPlay Events. A DirectPlay Peer-to-Peer Client. A DirectPlay Client/Server Connection. Summary.

22. Using Lobbies to Create Player Interaction.

Lobby Architecture. Lobby Servers. Lobby Clients. DirectPlay Lobbied Application. DirectPlay Lobby Event. Summary.

23. Managing Games with DirectPlay.

DirectPlay Concepts. DirectPlay Architecture. Summary.

24. Using DirectPlay Voice in Your Application.

DirectPlay Concepts. DirectPlay Voice Architecture. Using DirectPlay Voice. Summary.

VII. FINISHING TOUCHES.

25. DirectSetup.

Working with the DirectXSetup Libraries. Using the Package and Deployment Wizard. Alternatives to the Package and Deployment Wizard. Summary.

VIII. APPENDIX.

Appendix A. VB .NET and DirectX.

Setting Up DirectX for Use in VB .NET. Debugging Your Code in VB .NET.

Index.

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