Book Image

Learning Windows 8 Game Development

By : Michael Quandt
Book Image

Learning Windows 8 Game Development

By: Michael Quandt

Overview of this book

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.
Table of Contents (17 chapters)
Learning Windows 8 Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


Now you should understand how to get started with a basic Direct3D 11.1 application in Windows 8. We've covered the creation of the application, including how to create the new modern window, and how to initialize Direct3D with all of its individual parts.

We have also covered the graphics pipeline; how each stage works together to produce the final image. From there we looked at all of the components we created, such as the device, context, swap chain, render target, and depth stencil. We then looked at how to apply those to start creating frames to display. By clearing the screen, we ensured that there is a fresh slate for the images and effects we want to draw later, and then we presented those frames, looking at how to specify regions of the screen to optimize for performance when you only change part of the screen.

Next steps

Now we have a running Direct3D app that displays a nice single color (or nothing at all), ready to start rendering textures and other objects onto the screen. In the next chapter we'll start drawing images and text to the screen before we can move on to creating a game.

This chapter skipped over some smaller topics such as lost devices and the correct way to resize the screen; however, the generated code provides all of this. I'd encourage you to take a look at the rest of the code in Direct3DBase.cpp; it has plenty of comments to help you understand the rest of the code.