Download PDF by Alexander Rudolph: Spieleprogrammierung mit C++ und DirectX 9 in 21 Tagen

By Alexander Rudolph

ISBN-10: 3827264537

ISBN-13: 9783827264534

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Extra info for Spieleprogrammierung mit C++ und DirectX 9 in 21 Tagen

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3. In welchem Zusammenhang werden die Framezeit und der Framefaktor benötigt? 4. Wie berechnet sich die Framerate? 5. Was versteht man unter einer dynamisch skalierbaren Game Engine? 6. Welche Funktion wird für die Darstellung einer Dialogbox verwendet? 7. In welcher Struktur werden die Eigenschaften eines Windows-Fensters gespeichert? 8. Welche beiden Funktionen müssen aufgerufen werden, bevor sich ein Windows-Fenster verwenden lässt? 9. Innerhalb welcher Funktion läuft eine Windows-Anwendung ab?

0f; 39 Windows-Programmierung für Minimalisten – Entwicklung einer Game Shell Application fscanf(pfile,"%s", stringBuffer); fscanf(pfile,"%d", &RenderMode); if(RenderMode == 0) g_bFullScreen = false; else if( RenderMode == 1) g_bFullScreen = true; fclose(pfile); } Die Funktion selbst wird aufgerufen, bevor das Anwendungsfenster erzeugt wird. cpp. 0f/MaxFrameRate; fscanf(pfile,"%s", stringBuffer); fscanf(pfile,"%f", &MinimalAcceptableFrameRate); fclose(pfile); } Die letzte Variable MinimalAcceptableFrameRate ist uns bisher noch nicht begegnet.

Mit Hilfe des Flags WS_POPUP wird ein rahmenloses Fenster erzeugt. Das Flag WS_VISIBLE bewirkt, dass das Fenster von Beginn an sichtbar ist. Nachrichtenweiterleitung Kommen wir jetzt zur Nachrichtenweiterleitung. Ich habe Ihnen ja bereits erzählt, dass Windows alle Nachrichten, die Ihre Anwendung betreffen, in einer so genannten Message-Queue ablegt. Diese Nachrichten müssen jetzt aus der Queue geholt, konvertiert und an Windows mit 34 Game Shell Application – der erste Versuch der Bitte um Weiterleitung an die zugehörige Callback-Funktion übergeben werden.

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Spieleprogrammierung mit C++ und DirectX 9 in 21 Tagen by Alexander Rudolph

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