Game Coding Complete
Mike McShaffry
- 出版商: Paraglyph
- 出版日期: 2003-06-11
- 售價: $1,550
- 貴賓價: 9.5 折 $1,473
- 語言: 英文
- 頁數: 600
- 裝訂: Paperback
- ISBN: 1932111751
- ISBN-13: 9781932111750
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商品描述
Currently, over 200,000 professional developers around the world are actively
involved in programming games. This activity requires having extensive knowledge
about programming with languages like C++, game algorithms, code optimization,
technical project management, designing animation, working with game development
engines and technologies such as Direct 3D, developing compelling user
interfaces, and much more. This book focuses on the nuts and bolts of the coding
practices all game developers must master which include software testing, code
optimization, using the right languages and software tools, integrating code
with interactive graphics and other technical programming-related
issues.
Game Coding Complete takes programmers through the complete
process of developing commercial quality games. From page one, Mike McShaffry, a
leading programmer for Origin Systems (Makers of Wing Commander and the Ultima
Series) and Microsoft (Bicycle Casino), shows developers how to create and code
the very best interactive games. With dozens of tips and code illustrations,
plus extensive narration of critical non-code issues, Game Coding Complete is
the guide to orchestrating bug-free, high-quality game code that passes the
muster of leading publishers such as Electronic Arts and Microsoft. The book
covers all critical facets of programming, working with teams, selecting the
right game architecture, testing and debugging, code optimization, and more. The
book includes hundreds of insider tricks and techniques used by programmers who
learned their craft on cutting edge titles such as Ultima Online. The C++
language is used throughout to explain specific programming concepts.
Contents
Introduction
Part One--Game Programming Fundamentals
Exposes
some stuff that you'll want in your game programming toolbox, like a good random
number generator. It also introduces the major components of games and how they
interact.
Chapter 1: Game Programming is Wacky Because …
Chapter 2: What's in a Game?
Chapter 3: Dumb Stuff All
Game Programmer's Should Know
Part Two--Get Your Game
Running
You'll find your first meaty game code examples, including user
interface code, 2D graphics code, and your main loop.
Chapter 4:
Building Your Games with Project Files
Chapter 5: User Interface
programming and Input Devices
Chapter 6: 2D Stuff Every Game
Programmer Should Know
Chapter 7: Initialization and the Main
Loop
Chapter 8: Loading and Caching Game Resources
Part
Three--Building Out Your Game
The tougher code examples are in this
section, such as 3D code, special code for Windows games, and some great
debugging tools.
Chapter 9: 3D Graphics All Game Programmers
Should Know
Chapter 10: Advanced 3d Techniques
Chapter 11:
Surviving Win32--Special Consideration for Windows Games
Chapter 12:
Debugging and Performance
Part Four--Professional Game
Production
This section shows what it's like to actually work on games, from
scheduling to testing and finally getting your game out the door and into the
hands of your players.
Chapter 13: The Art of
Scheduling
Chapter 14: Everything (You Hate) to Know About
Testing
Chapter 15: Driving to the
Finish
Index