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C Game Development By Example


C Game Development By Example
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Sfml Game Development By Example


Sfml Game Development By Example
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Author : Raimondas Pupius
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-12-29

Sfml Game Development By Example written by Raimondas Pupius and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-29 with Computers categories.


Create and develop exciting games from start to finish using SFML About This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications Who This Book Is For This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library Employ some basic game development techniques to make your game tick Build your own code base to make your game more robust and flexible Apply common game development and programming patterns to solve design problems Handle your visual and auditory resources properly Construct a robust system for user input and interfacing Develop and provide networking capabilities to your game In Detail Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential. Style and approach An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity.



Opengl Game Development By Example


Opengl Game Development By Example
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Author : Robert Madsen
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-03-08

Opengl Game Development By Example written by Robert Madsen and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-08 with Computers categories.


Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and music In Detail OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.



Wireless Game Development In C C With Brew


Wireless Game Development In C C With Brew
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Author : Ralph Barbagallo
language : en
Publisher: Wordware Publishing, Inc.
Release Date : 2003

Wireless Game Development In C C With Brew written by Ralph Barbagallo and has been published by Wordware Publishing, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computers categories.


Book & CD. Targeted for intermediate programmers with experience in C/C++ and the basics of game programming, this book illustrates a variety of development techniques in the new and cutting-edge field of wireless games using Qualcomm's hot new BREW development environment. Barbagallo goes through the fundamentals of the API including graphics, sound, input, and general programming tips. Brought together with complete examples of working games, the book also features information on the burgeoning wireless gaming market.



Game Programming Patterns


Game Programming Patterns
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Author : Robert Nystrom
language : en
Publisher:
Release Date : 2014

Game Programming Patterns written by Robert Nystrom and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Computer games categories.


The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.



C Game Programming Cookbook For Unity 3d


C Game Programming Cookbook For Unity 3d
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Author : Jeff W. Murray
language : en
Publisher: CRC Press
Release Date : 2014-06-24

C Game Programming Cookbook For Unity 3d written by Jeff W. Murray and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-24 with Computers categories.


An Accessible, Modular Style of Game Building-Easily Start Making Games with Unity 3DC# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and conce



Game Engine Architecture


Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2017-03-27

Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-27 with Computers categories.


Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.



Game Programming With Unity And C


Game Programming With Unity And C
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Author : Casey Hardman
language : en
Publisher: Apress
Release Date : 2020-06-13

Game Programming With Unity And C written by Casey Hardman and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-06-13 with Computers categories.


​Designed for beginners with no knowledge or experience in game development or programming, this book teaches the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. New concepts are not only explained, but thoroughly demonstrated. Starting with an introduction to Unity, you'll learn about scenes, GameObjects, prefabs, components, and how to use the various windows to interact with the engine. You'll then dive into the fundamentals of programming by reviewing syntax rules, formatting, methods, variables, objects and types, classes, and inheritance, all while getting your hands dirty writing and testing code yourself. Later, the book explains how to expose script data in the Inspector and the basics of Unity’s serialization system. This carefully crafted work guides you through the planning and development of bare bones, simple game projects designed to exercise programming concepts while keeping less relevant interruptions out of the way, allowing you to focus on the implementation of game mechanics first and foremost. Through these example projects, the book teaches input handling, rigidbodies, colliders, cameras, prefab instantiation, scene loading, user interface design and coding, and more. By the end, you'll have built a solid foundation in programming that will pave your way forward in understanding core C# syntax and fundamentals of object-oriented programming—not just what to type but why it's typed and what it’s really doing. Game Programming with Unity and C# will send you on your way to becoming comfortable with the Unity game engine and its documentation and how to independently seek further information on yet-untouched concepts and challenges. What You'll Learn Understand the fundamentals of object-oriented computer programming, including topics specifically relevant for games. Leverage beginner-to-intermediate-level skills of the C# programming language and its syntax. Review all major component types of the Unity game engine: colliders and rigidbodies, lights, cameras, scripts, etc. Use essential knowledge of the Unity game engine and its features to balance gameplay mechanics for making interesting experiences. Who This Book Is For Beginners who have no prior experience in programming or game development who would like to learn with a solid foundation that prepares them to further develop their skills.



Programming Game Ai By Example


Programming Game Ai By Example
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Author : Mat Buckland
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2005

Programming Game Ai By Example written by Mat Buckland and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.


This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.



Procedural Content Generation For C Game Development


Procedural Content Generation For C Game Development
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Author : Dale Green
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-01-30

Procedural Content Generation For C Game Development written by Dale Green and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-30 with Computers categories.


Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.



Sfml Game Development


Sfml Game Development
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Author : Artur Moreira
language : en
Publisher: Packt Pub Limited
Release Date : 2013

Sfml Game Development written by Artur Moreira and has been published by Packt Pub Limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Computers categories.


SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don't know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required.