Beginning Game Programming: A GameDev.net Collection by Drew Sikora ; John Hattan

Price: £18.99

Discount: 17%
RRP: 22.99

More Details

Description

Welcome to Beginning Game Programming: A GameDev.net Collection, the second
in a series of books published in collaboration with GameDev.net, the online
community where game developers worldwide can network and freely exchange
information and ideas. Assembled in print for the first time, and comprised of the best introductory
programming articles that have appeared on GameDev.net over the past decade,
this volume features invaluable information and ideas for anyone looking for a solid
foundation in the basics of game programming. Truly dedicated to the beginner, as you dive
into the fun and challenging world of game development, you'll clear up the mystery of
what programming language to use, find information on coding best practices, explore
graphics creation, get an introduction to scripting, learn about debugging, and much more.
All articles have been updated to comply with the latest technology, and as a bonus, this
volume also features exclusive, new content that cannot be found anywhere else. Continuing
in their tradition of excellence, Beginning Game Programming: A GameDev.net Collection
captures the best of GameDev.net and is an invaluable resource in your pursuit of game
development success.

CONTENTS:

Part 1: Introductory Programming

Chapter 1: What Language Do I Use;

Chapter 2: Good Coding Practices;

Chapter 3: Using PDL for Code Design and Documentation;

Chapter 4: Debuggin in Visual Studio - Part 1;

Part 2: Graphics:

Chapter 5: Extended Graphical Templates for Sprite Management;

Chapter 6: Isometric and Hexagonal Maps

Chapter 7: Mouse Maps for Isometric Height Maps;

Chapter 8: Bezier Curves and Surfaces;

Chapter 9: Direct3D vs. OpenGL: Which API to Use When, Where, and Why;

Part 3: Scripting

Chapter 10: An Introcution to Lua;

Chapter 11: Introduction to GameMonkey Script;

Part 4: Networking

Chapter 12: The Internet, TCP/IP, and Socket Programming;

Chapter 13: Programming with Asynchronous Sockets;

Part 5: Algorithms

Chapter 14: Vectors and Matrices: A Primer;

Chapter 15: Collision Detection and Response;

Chapter 16: A* Pathfinding for Beginners;

Part 6: C++

Chapter 17: Organizing Code Files in C and C++;

Chapter 18: An Exceptional Quest;

Chapter 19: The One: A Singleton Discussion;

Part 7: Miscellaneous Topics

Chapter 20: Introduction to Pointers, Structures, and Linked Lists;

Chapter 21: Sound Formats and Their Uses in Games;

Chapter 22: Using XML Technologies for Enhancing Log Files;

Chapter 23: SQL in 60 Seconds;

Chapter 24: Item Management Systems;

Chapter 25: A Comparison of Browser and Widget Platforms;
Published

09 Mar 2009

Publisher

COURSE TECHNOLOGY INC.

ISBN

9781598638059

Pages

514

Static Book Details Index Page - Click Here to go to Computer Manuals Website