Description
Software Engineering for Game Developers" is a unique guide - a toolbox for effectively building a computer game using practices that are fostered by software engineering. Examine each major phase of the software engineering lifecycle of an actual game and its developers and gather the tools you need to organize your programming into proper engineering patterns. This book documents a comprehensive development process that started from a set of requirements. This process guided the development team to consistently design and implement a game according to these requirements, staying within budget and delivering the game on time. The tools provided within this book are a valuable resource for software developers in any area - game software development professionals, game producers and designers, testers, writers, artists, and educatorsTable of Contents
Chapter 1: Getting into the Game
Chapter 2: Requirements - Getting the Picture
Chapter 3: A Tutorial: UML and Object-Oriented Programming
Chapter 4: Software Design - Much Ado About Something
Chapter 5: Old Is Good - The Library Approach
Chapter 6: Object-Oriented Fantasies and Realities
Chapter 7: P Is for Pattern
Chapter 8: Risk Analysis
Chapter 9: Iterating Design
Chapter 10: Control Freaks and Configuration Management
Chapter 11: Evident Evil - The Art of Testing
Chapter 12: Numbers for Nabobs
Chapter 13: What People Do - Development Strategies
Chapter 14: Practice, Practice, Practice
Chapter 15: Team Work
Chapter 16: Process Improvement
Chapter 17: Release Planning and Management
Chapter 18: Documentation - Learning How to Learn
Chapter 19: Philosophy of Software Engineering and Game Development
Appendix A: Installation and Setup
Appendix B: Working with Files
Appendix C: Source Control
Appendix D: Software Engineering and Game Design Documentation
Appendix E: Web Resources
Glossary
Published
01 Dec 2004
Publisher
COURSE TECHNOLOGY INC.
ISBN
9781592001552
Pages
862




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