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Game coding complete / Mike MrMike McShaffry et al.

By: Material type: TextTextPublication details: Boston, MA : Charles River Media, c2009.Edition: 3rd edDescription: xxxvi, 908 p. : ill. ; 24 cmISBN:
  • 1584506806 (pbk.)
  • 9781584506805 (pbk.)
Subject(s):
Contents:
Part I: Game programming fundamentals. What is game programming really like? ; What\'s In a game? ; Coding tidbits and style that will save you ; Building your game -- Part II: Get your game running. Game initialization and shutdown ; Controlling the main loop ; loading and caching game data ; Programming input devices ; User interface programming -- Part III: Core game technologies. Game event management ; Scripting with Lua / [James Clarendon] ; Game audio ; 3D graphics ; 3D scenes ; Collision and simple physics / [co-authored with Jeff Lake] ; Network programming primer -- Part IV: Advanced topics and bringing it all together. An introduction to game AI / [David (Rez Graham] ; Introduction to multiprogramming ; A game of Teapot wars! ; A simple game editor in C♯ / [Quoc Tran] ; Debugging your game ; Driving to the finish.
Summary: This book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you will explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C♯ tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice--P. [4] of cover.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Thurles Library Main Collection 794.8 MCS (Browse shelf(Opens below)) 1 Available R19323WKRC
Standard Loan Thurles Library Main Collection 794.8 MCS (Browse shelf(Opens below)) 1 Available R19318JKRC
Standard Loan Thurles Library Main Collection 794.8 MCS (Browse shelf(Opens below)) 1 Available R19322FKRC
Standard Loan Thurles Library Main Collection 794.8 MCS (Browse shelf(Opens below)) 1 Available 39002100503953
Standard Loan Thurles Library Main Collection 794.8 MCS (Browse shelf(Opens below)) 1 Available 39002100503961

Enhanced descriptions from Syndetics:

Welcome to "Game Coding Complete, Third Edition," the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by a veteran game programmer, the book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C# tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice.

Includes index.

Includes bibliographical references and index.

Part I: Game programming fundamentals. What is game programming really like? ; What\'s In a game? ; Coding tidbits and style that will save you ; Building your game -- Part II: Get your game running. Game initialization and shutdown ; Controlling the main loop ; loading and caching game data ; Programming input devices ; User interface programming -- Part III: Core game technologies. Game event management ; Scripting with Lua / [James Clarendon] ; Game audio ; 3D graphics ; 3D scenes ; Collision and simple physics / [co-authored with Jeff Lake] ; Network programming primer -- Part IV: Advanced topics and bringing it all together. An introduction to game AI / [David (Rez Graham] ; Introduction to multiprogramming ; A game of Teapot wars! ; A simple game editor in C♯ / [Quoc Tran] ; Debugging your game ; Driving to the finish.

This book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you will explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C♯ tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice--P. [4] of cover.

Table of contents provided by Syndetics

  • 1 The Unique World of Game Programming
  • 2 Whats in a Game?
  • 3 Coding Tidbits and Style That Saved My Butt
  • 4 Building Your Game
  • 5 Game Initialization
  • 6 Controlling the Main Loop
  • 7 Loading and Caching Game Data
  • 8 Programming Input Devices
  • 9 User Interface Programming
  • 10 LUA Scripting
  • 11 Game Events and Scripting Languages
  • 12 Game Audio
  • 13 3D Basics
  • 14 3D Scenes
  • 15 Collision and Simple Physics
  • 16 Network Programming for Multiplayer Games
  • 17 Simple AI
  • 18 Debugging Your Game
  • 19 A Game of Teapot Wars!
  • 20 Writing a Simple Game Editor in C#
  • 21 Driving to the Finish

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