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Course Description:
Direct X is an API that provides an interface to the GPU (Graphics Processing Unit). It has been developed by Microsoft and competes with OpenGL API. Most of the gaming engines that are used for programming games have been developed on top of either OpenGL or DirectX. Hence, theoretical and practical knowledge of DirectX or OpenGL is essential for any serious game programmer. This course will provide a game programmer with solid 3D graphics fundamentals using DirectX.
Prerequisites
- Knowledge of C++ is essential for this course
- Knowledge of Windows Programming (Win32 or MFC etc.). The “C++ programming for game developers” course covers Windows programming and is recommended.
- The student should be familiar with mathematical algebra.
Tools
- Microsoft Visual Studio 2008
- DirectX 9.0
COURSE CONTENTS |
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Preliminary
- Introduction to Microsoft COM (Component Object Model)
- DirectX and COM
Introduction to DirectX
- About DirectX
- Installation
- Setting up Visual Studio for DirectX
3D graphics fundamentals
- Coordinate System (2D & 3D)
- Left-Handed Coordinate System
- Right-Handed Coordinate System
- Rendering Pipeline
- Hardware vs Software Rendering Pipeline
- Transformation Pipeline
3D Graphics math fundamentals
- Vectors
- Matrices
- Homogeneous Coordinates
- Euler Angles
- Transformation Pipeline
- World Matrix
- View Matrix
- Perspective Projection Matrix
- Viewport Mapping
Introduction to Direct3D
- Direct3D Device
- Rendering Loop
- First Direct3D program
Handling Input using Windows API
- Keyboard event handling
- Mouse event handling
Rendering Geometry
- Simple Geometry
- Render States
- Vertex and Index Buffers
Viewing and Camera
- Viewing Projection
- Vertex Pipeline
- Camera Models
Hidden Object Removal
- Backface Culling
- Bounding Volumes
- Occlusion Culling
Alpha Blending
- Blending Equation
- Transparency
Anti-Aliasing
- Primitive Anti-Aliasing
- Global anti-aliasing
Lighting & Material
- Lighting Models
- Light Sources
- Shading Models
- Materials
Texture Mapping Basics
- Introduction to Texture mapping
- Loading Textures
- Texture transformation
- Filtering
- Texture formats and compression
Texture Mapping Advanced
- Multipass Rendering
- Multitexturing
- Blending
- Mip Maps
Font & Text
- Textured Fonts
- Direct3D Fonts
Timers and basic Animation
- Simple Windows Timer
- Precision Timers
- Animating Sprites
Shaders
- Introduction to programmable pipeline
- Structure of shaders in DirectX
- Vertex Shaders
- Fragments Shaders
- Lighting
- Geometry Shaders
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