Software Engineering and Computer Games
Addison Wesley (Verlag)
978-0-201-76791-9 (ISBN)
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"This book should be a requirement of anyone that wants to write games - period"
Andre Lamothe, author and CEO of Xtreme Games
There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science.
Software Engineering and Computer Games uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to incorporate them into the design process.
The book covers nine topics:
1) Basic software engineering principles and techniques.
2) How to organize and complete a substantial software project
3) Practical examples of object-oriented design and programming.
4) The design of computer games.
5) Simulating physics inside our computer-generated worlds.
6) Artificial life, or how to simulate live creatures inside a computer program.
7) How to use two and three-dimensional computer graphics.
8) Windows programming with the Microsoft Foundation Classes, or MFC.
9) How to develop a project using Microsoft Visual Studio(Either Version 6.0 or .NET)
The game engine accompanying the book is an open source C++ framework (the POP Framework), available together with other accompanying material from the website.
The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games.
Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.
Rudy Rucker is Professor in the Department of Computer Science at San Jose State University, California. He is the author of more than 20 books ranging through popular science and historical novels to science fiction, twice winning the Philip K Dick Award for best paperback SF novel of the year. Software projects he has contributed to include Rudy Rucker's Cellular Automata Laboratory, James Gleick's CHAOS: The Software and BOPPERS: Artificial Life Laboratory.
Introduction
Part I A Computer Game Software Project
1. Projects and Games
2. Basics of Software Engineering
3. The Pop Framework
4. Object-Oriented Software Engineering
5. Software Design Patterns
6. Animation
7. Simulating Physics
8. Critters
9. Sprites
10. Games
11. Collisions
12. Listeners
13. Shooters and Bullets
14. 2D Shooting Games
15. 3D Shooting Games
16. Sports Games
17. Selection Games
18. Interesting Worlds
19.More Ideas for Games
Part II Tools and Techniques
20. Using Microsoft Visual Studio
21. Tools for Software Engineering
22. Topics in C++
23. Programming Windows with MFC
24. 2D and 3D Graphics
25. windows Graphics
26. OpenGL Graphics
27. Menus and Toolbars
28. Mouse, Cursor and Keyboard
29. Dialog and Splitter Views
30. Serialization
31. Sound
32. Bitmaps
Apendix A The Windows Keycodes
Appendix B The Pop Help File
Erscheint lt. Verlag | 12.11.2002 |
---|---|
Verlagsort | Boston |
Sprache | englisch |
Maße | 234 x 156 mm |
Gewicht | 1819 g |
Themenwelt | Informatik ► Software Entwicklung ► Objektorientierung |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-201-76791-0 / 0201767910 |
ISBN-13 | 978-0-201-76791-9 / 9780201767919 |
Zustand | Neuware |
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