Object-Oriented Game Development
Seiten
2004
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-321-17660-8 (ISBN)
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-321-17660-8 (ISBN)
Addresses how program teams can develop complex entertainment software within the constraints of deadlines, budgets and changing technologies. Topics covered in the book include writing reusable code; writing multi-platform titles efficiently and using iterative techniques in programming.
Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.
Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.
Acknowledgements 1. Introduction
2. The game development process
3. Software engineering for games
4. Object-oriented design for games
5. The component model for game development
6. Cross-platform development
7. Game objects
8. Design-driven control
9. Iterative development techniques 10. Game development roles 11. Case study: Cordite Appendix: coding conventions used in this book Bibliography Web resources Index
Erscheint lt. Verlag | 19.5.2004 |
---|---|
Verlagsort | New Jersey |
Sprache | englisch |
Maße | 187 x 234 mm |
Gewicht | 792 g |
Themenwelt | Informatik ► Software Entwicklung ► Objektorientierung |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-321-17660-X / 032117660X |
ISBN-13 | 978-0-321-17660-8 / 9780321176608 |
Zustand | Neuware |
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