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Introduction to game development / edited by Steve Rabin.

Contributor(s): Material type: TextTextSeries: Game development series (Charles River Media (Firm))Publication details: Boston, MA : Course Technology Cengage Learning, c2010.Edition: 2nd edDescription: xxv, 980 p. : ill. (some col.) ; 24 cm. + 1 CD-ROM (4 3/4 in.)ISBN:
  • 9780840031037 (pbk.)
Subject(s):
Contents:
Part 1. Critical game studies. A brief history of video games / Robert T. Bakie ; Games and society / Robert T. Bakie -- Pt. 2. Game design. Game design / Isaac Barry ; Game writing and interactive storytelling / Leslie Stirling -- Pt. 3. Game programming: languages and architecture. Teams and processes / Noel Llopis ; C++, Java, and scripting languages / Noel Llopis ; Programming fundamentals / Noel Llopis ; Architecture / Noel Llopis ; Memory and I/O systems / Noel Llopis ; Debugging game / Steve Rabin -- Pt. 4. Game programming: math, collision detection, and physics. Mathematical concepts / Eric Lengrel ; Collision detection and resolutlon / Steve Rabin and Bretton Wade ; Real-time game physics / Graham Rhodes -- Pt. 5. Game programming: graphics, animation, AI, audio, and networking. Graphics / Tom Forsyth ; Character animation / Tom Forsyth ; Artificial intelligence: agents, architecture, and techniques / Steve Rabin ; Artificial intelligence: pathfindIng overview / Syrus Mesdaghi ; Audio programming / James Boer ; Networking and multiplayer / Chuck Walters.
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Thurles Library Main Collection 794.81526 RAB (Browse shelf(Opens below)) Available 30026000065267

Enhanced descriptions from Syndetics:

Based on the most recent curriculum guidelines of the IGDA, updated in 2008, 'Introduction to Game Development, Second Edition' surveys all aspects of the theory and practice of game development, design, and production. Divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games, it features contributions from twenty seven of the leading game developers, programmers, and designers. A must-have resource for anyone looking to understand the entire game development process, the accompanying CD-ROM includes tutorials, animations, images, demos, source code, and PowerPoint lecture slides that reinforce the concepts presented in the book.

Includes bibliographical references and index.

Part 1. Critical game studies. A brief history of video games / Robert T. Bakie ; Games and society / Robert T. Bakie -- Pt. 2. Game design. Game design / Isaac Barry ; Game writing and interactive storytelling / Leslie Stirling -- Pt. 3. Game programming: languages and architecture. Teams and processes / Noel Llopis ; C++, Java, and scripting languages / Noel Llopis ; Programming fundamentals / Noel Llopis ; Architecture / Noel Llopis ; Memory and I/O systems / Noel Llopis ; Debugging game / Steve Rabin -- Pt. 4. Game programming: math, collision detection, and physics. Mathematical concepts / Eric Lengrel ; Collision detection and resolutlon / Steve Rabin and Bretton Wade ; Real-time game physics / Graham Rhodes -- Pt. 5. Game programming: graphics, animation, AI, audio, and networking. Graphics / Tom Forsyth ; Character animation / Tom Forsyth ; Artificial intelligence: agents, architecture, and techniques / Steve Rabin ; Artificial intelligence: pathfindIng overview / Syrus Mesdaghi ; Audio programming / James Boer ; Networking and multiplayer / Chuck Walters.

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