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Beginning .Net Game Programming in C# Softcover Repri Edition
Contributor(s): Weller, David (Author), Santos Lobao, Alexandre (Author), Hatton, Ellen (Author)

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ISBN: 1590593197     ISBN-13: 9781590593196
Publisher: Apress
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Binding Type: Paperback - See All Available Formats & Editions
Published: March 2004
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Annotation: Co-written by David Weller, .NET game evangelist at Microsoft, this thoroughly revised and improved guide (including a bonus chapter) is the ideal way to get into .NET game programming using the C# language.

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Additional Information
BISAC Categories:
- Computers | Programming Languages - C#
- Computers | Programming - Games
- Computers | Software Development & Engineering - General
Dewey: 794.815
Series: Books for Professionals by Professionals the Expert's Voice
Physical Information: 0.93" H x 7" W x 9.24" L (1.55 lbs) 440 pages
Features: Price on Product
 
Descriptions, Reviews, Etc.
Publisher Description:
BACK A FEW YEARS AGO I HAD AN IDEA. What if I could make the power of the DirectX API available to the developers who were going to be using the new set of lan- guages and common language runtime that Microsoft was developing? The idea was intriguing, and opening up a larger portion of the world to DirectX was a goal I was only too happy to endorse. Besides, what developer doesn't want to write games? It seems that at least once a week I am answering questions directly regard- ing the performance of managed code, and Managed DirectX in particular. One of the more common questions I hear is some paraphrase of "Is it as fast as unmanaged code?" Obviously in a general sense it isn't. Regardless of the quality of the Managed DirectXAPI, the fact remains that it still has to run through the same DirectXAPI that the unmanaged code does. There is naturally going to be a slight overhead for this, but does it have a large negative impact on the majority of applications? Of course it doesn't. No one is suggesting that one of the top-of-the-line polygon pushing games coming out today (say, Half Life 2 or Doom 3) should be written in Managed DirectX, but that doesn't mean that there isn't a whole slew of games that could be. I'll get more to that in just a few moments.
 
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