Data Structures and Design Patterns for Games - David Cortez

Data Structures and Design Patterns for Games

(Autor)

Buch | Softcover
608 Seiten
2014
Delmar Cengage Learning (Verlag)
978-1-133-60361-0 (ISBN)
38,65 inkl. MwSt
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This unique book teaches video game software engineering by combining data structures and design patterns in one concise, to-the-point how-to guide. DATA STRUCTURES AND DESIGN PATTERNS FOR GAMES will teach you how to design and build game engine infrastructure, with plenty of example code written in two of the most important programming languages: C++ and C#. Learning software engineering through game development/programming makes the lessons fun as well as informative. The author, a longtime programmer and teacher, will engage you immediately and lead you toward expertise in a dynamic coding environment, complete with downloadable code/lab exercises. Learn to think like a software engineer through game development with DATA STRUCTURES AND DESIGN PATTERNS FOR GAMES.

Dave Cortez has more than twenty-five years of experience working with hardware, software development, and quality assurance, nine years of which were dedicated to technical education. For the past ten years, Dave has created custom technical educational curricula. His first foray into publishing was as a technical reviewer for an algorithms text. He currently teaches in post-secondary education, specializing in video game theory, 2D and 3D graphics, and software project management. He is secretly a robotics engineer and enjoys programming Artificial Intelligence. Dave can be found, on occasion, trekking through the California Sierras.

Introduction. PART I: DYNAMIC MEMORY, DATA STRUCTURES, & DESIGN PATTERNS. 1. Dynamic Memory & Data Structures. 2. Design Pattern Types In Games. 3. Data Structure Traversal. PART II: DESIGN PATTERNS & LINEAR DATA STRUCTURES. 4. Linked-Lists As Chain-Of-Responsibility. 5. Singletons As Game Managers. 6. Factories As Game Entity Generators. 7. Decorators Allow Game Entities To Assume More Artifacts. PART III: DESIGN PATTERNS & HIERARCHICAL DATA STRUCTURES. 8. Trees As Scene Managers. 9. Graphs & Dungeon Traversal. 10. State Patterns, Graphs, Finite State Machines, & Artificial Intelligence. Appendix A: Visual Studio 2010 & Lab Completion. Appendix C: Unified Modeling Language. Appendix D: Inheritance, Polymorphism, & Abstraction. Appendix E: Asymptotic Analysis, Growth, and Big-O Notation.

Erscheint lt. Verlag 21.5.2014
Verlagsort Clifton Park
Sprache englisch
Maße 189 x 246 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Mathematik Analysis
ISBN-10 1-133-60361-0 / 1133603610
ISBN-13 978-1-133-60361-0 / 9781133603610
Zustand Neuware
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