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Learning Windows 8 Game Development

You're reading from   Learning Windows 8 Game Development Windows 8 brings touchscreens to the tablet and PC. This book will show you how to develop games for both by following clear, hands-on examples. Takes your C++ skills into exciting areas of 3D development.

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Product type Paperback
Published in Oct 2013
Publisher Packt
ISBN-13 9781849697446
Length 244 pages
Edition 1st Edition
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Michael Quandt Michael Quandt
Author Profile Icon Michael Quandt
Michael Quandt
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Toc

Co-ordinate systems

We're using Direct3D to display our 2D world, which means we need to consider the differences between how we work with 3D and what we need for 2D, and adapt to make everything fit together. For our purposes DirectXTK will take care of most of this; however it's useful to know what's going on, and understand the concepts involved so that you can delve into advanced concepts in future to create some amazing visuals.

In 2D the world is represented as a Cartesian plane, with the X-axis representing the horizontal axis, and the Y-axis representing the vertical. Many 2D systems, including Direct3D and DirectXTK, position the co-ordinate (0, 0), also known as the origin, at the top-left corner of the screen.

Co-ordinate systems

2D and 3D

3D adds a third dimension, Z, to the mix, which represents the axis perpendicular to both X and Y, heading "away" from the viewer if you view the X/Y plane head on. When referring to the camera, this represents the depth of the image, and...

You have been reading a chapter from
Learning Windows 8 Game Development
Published in: Oct 2013
Publisher: Packt
ISBN-13: 9781849697446
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