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$1,473
  • 語言: 英文
  • 頁數: 600
  • 裝訂: Paperback
  • ISBN: 1932111751
  • ISBN-13: 9781932111750
  • 無法訂購

買這商品的人也買了...

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