Description
Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine tune an understanding of solid engine design and implementation for creating games that sell.CONTENTS:
Part 1 Theory, Design, and Preparation
Chapter 1 Game Engines - Details and Design
Chapter 2 Configuring a Game Engine Project
Part 2 Implementing the Engine
Chapter 3 Error and Log Manager
Chapter 4 Resource Management
Chapter 5 2D Render Manager with SDL
Chapter 6 2D Scene Manager
Chapter 7 Music and Sound with the AudioManager
Chapter 8 Reading and Processing User Input
Chapter 9 3D Render Manager with DirectX 10
Chapter 10 Scene Management and OGRE 3D
Chapter 11 Rigid Body Physics with Bullet Physics
Chapter 12 Focus on DX Studio: Engine Tools, Editors and Scripting
Appendix A Game Engines, Tools and Libraries
Appendix B OIS Keyboard Scan Codes
Appendix C DX Texture Format Constants
Appendix D Windows Messages
Appendix E BSD Licence
Appendix F MIT License
Appendix G The zlib/libpng License
Published
25 Aug 2010
Publisher
JONES AND BARTLETT
ISBN
9780763784515
Pages
593




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