GAME PROGRAMMING IN C++: STARTTO FINISH - Erik Yuzwa

GAME PROGRAMMING IN C++: STARTTO FINISH

Erik Yuzwa (Autor)

Media-Kombination
392 Seiten
2006
Charles River Media
978-1-58450-432-0 (ISBN)
115,10 inkl. MwSt
Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities!

Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX.

This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

Erik Yuzwa (Calgary, AB) has been a professional computer programmer for over seven years. He holds a Bachelor of Science in Computer Science. In 1995, he founded Wazoo Enterprises Inc. to pursue creating game programming related tutorials and articles. Concurrently, he holds a position at EnCana Corporation as a Web Systems Architect, where he uses his Java, ASP/Cold Fusion, C#/C++, and other programming skills to create real solutions with various clients. Since 2001, he has been teaching in the game development process at the University of Calgary Continuing Education.

Acknowledgments
Preface
Chapter 1 Game Technologies
Chapter 2 Design Fundamentals
Chapter 3 Introduction to SDL and Windows
Chapter 4 Introduction to the Peon Engine
Chapter 5 Graphics Programming Mathematics
Chapter 6 Creating an OpenGL Renderer
Chapter 7 More OpenGL Techniques
Chapter 8 Scene Geometry Management
Chapter 9 Graphics Timebox
Chapter 10 Working with Input Devices
Chapter 11 Working With Sound
Chapter 12 Input and Sound Timebox
Chapter 13 Collision Detection and Physics Techniques
Chapter 14 Introduction to Networking
Chapter 15 Networking Timebox
Chapter 16 Introduction to Models
Chapter 17 Animation and Special Effects
Chapter 18 Introduction to the OpenGL Shading Language (GLSL)
Chapter 19 Introduction to Scripting
Chapter 20 Polish Timebox
Chapter 21 Finishing Tips and Tricks
Appendix A Setting Up the SDL and the Compiler
Appendix B Debugging Tools
Appendix C ASCII Table
Appendix D Windows Vista and OpenGL
Appendix E About the CD-ROM
Appendix F Further Resources
Index

Verlagsort Hingham
Sprache englisch
Maße 185 x 233 mm
Gewicht 840 g
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Weitere Themen Computerspiele
ISBN-10 1-58450-432-3 / 1584504323
ISBN-13 978-1-58450-432-0 / 9781584504320
Zustand Neuware
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