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Beginning .NET Game Programming in VB .NET Softcover Repri Edition
Contributor(s): Weller, David (Author), Santos Lobao, Alexandre (Author), Hatton, Ellen (Author)
ISBN: 1590594010     ISBN-13: 9781590594018
Publisher: Apress
OUR PRICE:   $44.99  
Product Type: Paperback - Other Formats
Published: September 2004
Qty:
Annotation: This book presents the work of David Weller (.NET game evangelist at Microsoft() and a group of key Microsoft insiders who decided to write the ideal introduction to game programming for VB .NET programmers. This thoroughly revised and improved version (including a bonus chapter) is the ideal way to get into .NET game programming using the VB .NET language.
Additional Information
BISAC Categories:
- Computers | Programming - Games
- Computers | Programming - General
- Computers | Software Development & Engineering - General
Dewey: 794.815
Series: Books for Professionals by Professionals
Physical Information: 0.93" H x 7.02" W x 9.3" (1.54 lbs) 440 pages
 
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 languages 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 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.