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
WE WILL NOT BE UNDERSOLD! Click here for our low price guarantee Binding Type: Paperback - See All Available Formats & Editions Published: March 2004 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. Click for more in this series: Books for Professionals by Professionals the Expert's Voice |
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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