By Peter Walsh
Textual content is an replace to the previous textual content, complicated 3D video game Programming utilizing DirectX 8.0; targeting implementation alterations to DirectX 9.0. For programmers who're new to snap shots and online game programming. Softcover. DLC: desktop games--Programming.
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Extra info for Advanced 3D Game Programming with DirectX 9
CApplication() Shuts down all of the system objects. Init() Initializes all of the system objects (which I'll show you in Chapter 4). Run() Main part of the application. Displays frames as fast as it can until the WM_QUIT message arrives. DoFrame(…) This function is called every frame by Run. In it, the subclassing application should perform all game logic and draw the frame. timeDelta is a floating-point value representing how much time elapsed since the last frame. This is to aid in making applications perform animations at constant speed independent of the frame rate of the machine.
MK_LBUTTON: Indicates the left mouse button is down. MK_MBUTTON: Indicates the middle mouse button is down. MK_RBUTTON: Indicates the right mouse button is down. MK_SHIFT: Indicates the Shift key is down. 41 MFC As you have probably guessed already, programming Windows applications isn't the easiest thing in the world. People tend to fear difficult things, blowing them up in their mind, making them many times worse than they actually are. While it is ugly code, a lot of the stuff required to make Windows work is used in every application and should be abstracted away.
You can only create one instance of this object; this is verified by setting the m_pGlobalWindow object. ~cWindow() The destructor destroys the window and sets the global window variable to NULL so that it cannot be accessed any longer. WndProc() Window procedure for the class. cpp. RegisterClass(…) Virtual function that registers the window class. This function can be overloaded in child classes to add functionality, such as a menu or different WndProc. InitInstance() Virtual function that creates the window.