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Course Overview

Welcome to this amazing course on Game development by eduCBA. In this course you will learn various topics like Metrix Algebra, Transformations, Application building and much more.

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Game Development In C++ and DirectX

Gaming Industry has been growing at an exponential rate from the last two decades. It stretched its borders and increased its footprint to an extent that today, Global Gaming Industry became a stern competitor to the Hollywood Motion Picture. It is an entertainment Industry guided by the impeccable programming.

Anything you see, feel, control or conquer within your favorite game is a well-written program using software such as game development in C++. The enigma of this game programming is the myriad of ways the game engine responds to the user. Not all the notions are conceived and developed by the programmers but they behave in a variety of ways which were neither conceived nor programmed by these Professionals. Whereas DirectX is widely known as the Industry leading Graphics API used to develop graphics-rich applications and games in Windows.

Though there is an ocean of programming languages through which you can develop a game, game development in C++ and DirectX are the best combination and Industry standard. A majority of the popular games that occupy the gaming market are largely dominated by Game Development In C++ and DirectX combination. So, in any given condition, if you are looking to enter the gaming Industry as a professional game programmer you must master this two software.

This Game Development course will help you start your game development career and guides you to create games from level zero using game development in C++ and DirectX. The course is intended and helpful for beginners, Intermediate, and game development advanced level learners.

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Prerequisites to learn this Game Development course

  • Hardware requirements

Any computer running a Windows 8.1 operating system or above

Visual Studio 2013 update 2 or above

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  • Requirements on a personal level

Basic Knowledge of C++ programming

Introduction to game development in C++ and DirectX

Section 1: Game Development in C++ and DirectX – Introduction

We begin the course with the very introduction of our route-map explaining to you what this Game Development course is all about and what you can expect from this Game Development course. However, the course is intended to help learners of every level. It starts dealing with the basic topics and takes you to the advanced topics by the end of the game development course.

We try to explain the complex mathematics that is closely knit with the gaming in many forms. Simulating a virtual world through computers and creating an interactive game raises several problems at every level which are totally controlled by Math. And we will introduce you to those fundamentals that play a crucial role in developing games.

Section 2: Game Development in C++ and DirectX – Vector Algebra

In this section, we will take you in-depth into the Vectors which are highly essential in the computer graphics Industry. Many elements of gaming as collision detection, physical simulations that are most common parts of Vector Algebra.

Section 3: Game Development in C++ and DirectX – Matrix Algebra

Matrix is an indispensable part of gaming programming. In the 3D computer gaming, the matrix is commonly used to define the geometric transformations of many elements. It is used to define the scaling, translation, and rotation and sometimes used to alter the coordinates or vectors from a frame to the next. At this point of the course, we will take you through the Matrix associated with gaming.

Section 4: Game Development in C++ and DirectX – Linear Transformation

While we are trying to mimic the real world objects in a Three-Dimensional virtual world geometrically, in many instances you should add motion, transform it by adding a translation, scaling and rotating them. In this chapter, we will see how to transform in various forms and get you ready to understand the coding.

Section 5: Game Development in C++ and DirectX – Application Building

This section deals with the topics related to the application building. We dive deep into the topics and discuss application lifecycle. Some of the topics covered in this part of the course are Event loops, Graphic concepts such as displaying images, 3D Geometry, Starfields. We also cover concepts writing code in DirectX and Direct 3D.

Section 6: Game Development in C++ and DirectX – Input Layout

In this section of the course, you will come across practical methods of creating an Input Layout. We will discuss creating an input layout object using multiple viewports. We will take you through every important step encompassed within creating an input layout such as rendering, assembling, vertex and pixel processing and more. Later in this section, you will come to know about HLSL and some simple shader effects as Pixel shader. Here, we will also teach about applying colors and talk about some advanced shader options and how to tweak with shader data.

Section 7: Game Development in C++ –  DirectX 3D Transformations

Here, you will learn about the 3D transformations in DirectX. Core concepts of the sections include buffer alignment and packaging the buffers to constantly align as per the pattern. We will introduce you to the 3D transformations such as scaling, world transformation and combining the rotate, scaling and translation. Later by the end of the section, you will come to know about the field of view and advanced topics about the DirectX 3D Transformations.

Section 8: Game Development in C++ and DirectX – Depth Rendering and lights

By the time you reach Section 8 of this course, you are ready to learn about the rendering engine in DirectX. Initially, we will introduce you to the depth rendering type and continue to explore how to implement depth buffer and how to set up the depth buffer. We start with the basic properties of the depth buffer and show you how to simulate the rendering depth using triangles. Later you will know how to code the depth.

We will also teach you how to create simple models using DirectX modeling objects. Some of many other topics you will learn in this section are index buffer, struct buffer, lights, calculating lighting, Coding Matrix and more.

Section 9: Game Development in C++ and DirectX – Color Blending

Color blending plays a crucial part while working on game development. This is the core topic dealt with in this Section. You will start by learning customizing the rasterizer and coding the rasterizer. Later you will learn in-depth about DirectX ColorBlending and various blend states as SRC and test blend. We discern into the essential topics as alpha color and final color.

Some more concepts you will learn in this section are blend states, depth implementation, and coding for depth renders.

Section 10: Game Development in C++ and DirectX – Textures

During this final section, we will explore how to control objects and create more instances within the game by adding textures and manipulating them in a myriad of methods. You will learn how to load textures in your file, add them,  set up and pass the textures. We will also explore the relation between textures and shaders using a vertex shader. Later you are informed about sampling textures, controlling map levels, setting sampler objects.

We will quickly take you through few of the sample textures as Bricks. By the end of the course, we will discuss how theorem of Algebra, adding and subtracting complex imaginary numbers. Equally, you will come to know about a lot of references on the world-wide-web that deals with the same subject.

Game Development in C++ and DirectX Frequently Asked Questions

  • Can I become a professional game developer without learning DirectX?

If you want to be a professional game developer, it could be really hard for you to survive in the top-notch game developing ecosystems without learning DirectX. Avoiding the Industry standard tools and applications won’t help you reach your dream positions.

Writing code for 3D engines, Low level, and high-level game engines require DirectX to support Windows. In case you want to write games using other minor software applications, you may choose to do that but it may cost you best career positions you are intending to reach.

  • What is my advantage through DirectX over OpenGL?

DirectX and OpenGL are intended to do the same job, perhaps on different platforms. DirectX is a proprietary software used on Microsoft software and devices as Windows OS, Windows Phone, and Xbox machines. On the other hand, Open GL gives you the flexibility to move across some different platforms. Currently, most of the Industry professionals are using DirectX due to its advanced functionality and ease in working as the API is pretty simple to use.

Above that, when DirectX is running its 11th version, OpenGL is still in its 4. The difference can take more time for OpenGL to evolve as an equally competent with DirectX.

Game Development in C++ and DirectX Testimonials:

Roberto

By far this is the most comprehensive Game Development course on a beginner and intermediate level I have found anywhere. It is an excellent course for individuals and students like me who want to enter into game development domain. I acquired substantial knowledge on every topic to a deeper level. The course helped me get an idea of the gaming Industry standards and practices that are commonly applied during work. The course is highly informative and motivational. I recommend very beginner and Intermediate level student to take this game development course

Brent

I was referring to many tutorials and books on DirectX before I took this game development course. Though I was introduced to many topics earlier, the level of detail they provided me was not enough and the terminology in the books totally left me confused. Thanks to the EDUCBA for introducing such an easy learning tutorial on the subject. I have renewed my knowledge on the subject and went deeper into graphics and game programming with the solid foundation this course offered me. This is the best kick starter available anywhere

Where do our learners come from?
Professionals from around the world have benefited from eduCBA’s Introduction to Game Development in C++ and DirectX courses. Some of the top places that our learners come from include New York, Dubai, San Francisco, Bay Area, New Jersey, Houston, Seattle, Toronto, London, Berlin, UAE, Chicago, UK, Hong Kong, Singapore, Australia, New Zealand, India, Bangalore, New Delhi, Mumbai, Pune, Kolkata, Hyderabad and Gurgaon among many.

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Curriculum

1. Introduction

  • IntroductionToTheCourse

2. Vector Algebra

  • VectorAlgebra
  • VectorAlgebra Continues
  • Vector Operations
  • Example Of Vectors
  • Example Of Vectors Continues
  • Magnitudes And Unit Vectors
  • Magnitudes And Unit Vectors Continues
  • Dot Products
  • Examples Of Dot Vector
  • Examples Of Dot Vector Continues
  • Orthogonalization
  • Orthogonalization Continues
  • Cross Product
  • Cross Product Continues
  • Cross Products For 2D Vectors

3. Metrix Algebra

  • What is a Metrix
  • Representation of Metrix
  • Solve examples
  • Matrix Multiplication
  • Vector Matrix
  • Different kinds of Matrices
  • Identity Matrix
  • Determinant of a Matrix
  • Determinant of a Matrix continues
  • Adjoint of Matrices
  • Matrix Inverse
  • Summarizing Matrix algebra
  • Example
  • Input a square matrix
  • Cofactor of a Matrix
  • Transformations
  • Matrix in linear transformations
  • S is Linear
  • Rotation Matrix
  • Orthogonal Matrix
  • Affine transformation
  • Example Affine transfomation

4. Linear transformations

  • Scaling and rotations
  • Graph the row vectors
  • Change of cordinate system
  • Cordinate transformations
  • Expressing the vector
  • Frames
  • Inverses
  • End of transformations
  • Rotation
  • Matrix formation
  • Lesson before coding
  • Parts of a game
  • Run the game play logic
  • Ready for DirectX
  • Hello World
  • Understanding the code
  • Whats does class do
  • Windows events
  • Input event handlers
  • Wokring on the event
  • Current point

5. Application building

  • Application life cycle
  • Application life cycle continues
  • Working on hello world application
  • Event loops
  • Graphic concepts
  • Displaying images
  • 3D Geometry
  • Star fields
  • Writing DirectX code
  • DirectX Hello Direct3D
  • Coding direct 3D
  • Create device flag
  • Meaning of Swap chains
  • Swap chains
  • Common swap chain format
  • Creating Swap chain
  • Rendering frames
  • Create render target
  • Drawing on the screen
  • Storing
  • Creating a shader
  • Create a new function
  • Vertex layout

6. Input Layout

  • Creating the input layout object
  • Using multiple view ports
  • Type of primitive
  • Summarising how to draw a triangle
  • Initialize input layout
  • Rendering Pipeline
  • Input assembler stage
  • Vertex and Pixel processing
  • Stream output stage
  • IntroTo HLSL
  • Simple shader effects
  • Pixel shader
  • Adding colors to triangle
  • Advanced shader options
  • Manipulating Shader Data
  • Manipulating Shader Data - continues
  • Recreate a vertex shader

7. DirectX 3D transformations

  • Constant Buffer Alignment
  • Packaging constant buffers
  • Intro to 3D transformation
  • Scaling
  • World transformation
  • World transformation continues
  • Combining translational, rotation & scaling
  • example of world transformation
  • Field of view
  • Final transformation
  • DirectX 3DTransformations Final

8. Depth rendering & lights

  • Introduction to depth rendering
  • Implement the depth buffer
  • Setting up the depth buffer
  • Properties of depth buffer
  • Simulate depth using traingles
  • Coding the depth
  • Create simple models
  • DirectX modeling objects
  • Create the index buffer
  • Draw index
  • Draw index coding
  • Introduction to lights
  • Types of lights
  • Calculation of lighting
  • Struct buffer
  • Editing the Game H code
  • Coding the matrix
  • Updating the time variable

9. Color Blending

  • Rasterizer Customization
  • Coding Rasterizer
  • Set scissors rect
  • DirectX Rasterizer Customization Final
  • DirectX ColourBlending
  • The blend states
  • SRC and dest blend
  • Relation bet alpha & final color
  • Setting blend states
  • Changes in game.cpp
  • Depth implementation
  • Coding for depth renders

10. Textures

  • Adding Textures
  • Loding Textures
  • Hresult Create Wic Texture From File
  • Setting up Textures
  • Passing Textures
  • Adding The Codes In Project
  • Vertex Shader
  • Sampling Of Textures
  • Types Of Sampling Textures
  • Textures Address Modes
  • Controlling Mip Map Levles
  • Setting Sampler Objects
  • Bricks Textures
  • Quaternions
  • Fundamanteal Theorem of Algebra
  • Raising Imaginery Numbers to Powers
  • Adding & Subtracting Complex Numbers
  • Hyper Complex Numbers
  • Multiplying Quaternions
  • Getivated results look like
  • The Complex Conjugate
  • C++,CX
  • Ref Classes
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