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Cross-platform game programming / Steven Goodwin.

By: Material type: TextTextSeries: Game development series (Charles River Media (Firm))Publication details: Hingham, Mass. : Charles River Media, 2005.Edition: 1st edDescription: xx, 460 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)ISBN:
  • 1584503793 (pbk.) :
Subject(s):
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Thurles Library Main Collection 794.81526 GOO (Browse shelf(Opens below)) 1 Available R19426JKRC
Standard Loan Thurles Library Main Collection 794.81526 GOO (Browse shelf(Opens below)) 1 Checked out 30/06/2020 R19423XKRC

Enhanced descriptions from Syndetics:

With many of today's games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.

Includes CD-ROM.

Table of contents provided by Syndetics

  • 1 Introduction
  • 2 Top Ten Tips
  • 3 Memory
  • 4 The CPU
  • 5 Storage
  • 6 Debugging
  • 7 System I/O
  • 8 The Audio System
  • 9 The Graphics Engine
  • 10 Network Programming
  • 11 The Bits We Forget About
  • Appendix A About The CD-ROM
  • Appencis B Playstation 2 Glossary
  • Appendix C Xbox Glossary
  • Appendix D Gamecube Glossary
  • Appendix E Code Guidelines

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