Game Coding Complete
暫譯: 遊戲編程完全手冊
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
商品描述(中文翻譯)
目前,全球有超過200,000名專業開發者積極參與遊戲程式設計。這項活動需要對使用C++等程式語言、遊戲演算法、程式碼優化、技術專案管理、動畫設計、使用遊戲開發引擎和技術(如Direct 3D)、開發引人入勝的使用者介面等方面擁有廣泛的知識。本書專注於所有遊戲開發者必須掌握的程式碼實踐的基本要素,包括軟體測試、程式碼優化、使用正確的語言和軟體工具、將程式碼與互動圖形整合以及其他與技術程式設計相關的問題。
《遊戲程式設計完全手冊》帶領程式設計師完成開發商業品質遊戲的完整過程。從第一頁開始,來自Origin Systems(《翼指揮官》和《奧秘系列》的製作商)和微軟(Bicycle Casino)的首席程式設計師Mike McShaffry向開發者展示如何創建和編碼最佳的互動遊戲。書中提供了數十個提示和程式碼示例,以及對關鍵非程式碼問題的廣泛敘述,《遊戲程式設計完全手冊》是編排無錯誤、高品質遊戲程式碼的指南,這些程式碼能夠通過電子藝術和微軟等主要出版商的審核。該書涵蓋了程式設計的所有關鍵面向,包括團隊合作、選擇正確的遊戲架構、測試和除錯、程式碼優化等。書中包含了數百個內部技巧和技術,這些都是在《奧秘在線》等尖端作品中學習技藝的程式設計師所使用的。整本書使用C++語言來解釋特定的程式設計概念。
目錄
引言
第一部分 - 遊戲程式設計基礎
揭示一些你會想要放入遊戲程式設計工具箱的東西,例如一個好的隨機數生成器。它還介紹了遊戲的主要組成部分及其互動方式。
第1章:遊戲程式設計之所以奇怪是因為…
第2章:遊戲中包含什麼?
第3章:所有遊戲程式設計師應該知道的愚蠢事
第二部分 - 讓你的遊戲運行
你將找到第一個豐富的遊戲程式碼示例,包括使用者介面程式碼、2D圖形程式碼和主循環。
第4章:使用專案檔案構建你的遊戲
第5章:使用者介面程式設計和輸入設備
第6章:每個遊戲程式設計師應該知道的2D內容
第7章:初始化和主循環
第8章:加載和緩存遊戲資源
第三部分 - 擴展你的遊戲
這一部分包含更具挑戰性的程式碼示例,例如3D程式碼、Windows遊戲的特殊程式碼以及一些出色的除錯工具。
第9章:所有遊戲程式設計師應該知道的3D圖形
第10章:進階3D技術
第11章:生存Win32 - Windows遊戲的特殊考量
第12章:除錯和性能
第四部分 - 專業遊戲製作
這一部分展示了實際參與遊戲開發的情況,從排程到測試,最終將遊戲推出並交到玩家手中。
第13章:排程的藝術
第14章:關於測試的所有(你討厭的)知識
第15章:衝刺到終點
索引