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Professional Game Programming The Ultimate Reference


Professional Game Programming The Ultimate Reference
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Professional Game Programming The Ultimate Reference


Professional Game Programming The Ultimate Reference
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Author : Mike McShaffry
language : en
Publisher: John Wiley & Sons
Release Date : 2003-07-22

Professional Game Programming The Ultimate Reference written by Mike McShaffry and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-07-22 with categories.




Game Development Patterns And Best Practices


Game Development Patterns And Best Practices
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Author : John P. Doran
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-04-27

Game Development Patterns And Best Practices written by John P. Doran 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 2017-04-27 with Computers categories.


Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.



Ultimate Game Design Building Game Worlds


Ultimate Game Design Building Game Worlds
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Author : Tom Meigs
language : en
Publisher: McGraw Hill Professional
Release Date : 2003-06-09

Ultimate Game Design Building Game Worlds written by Tom Meigs and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-06-09 with Computers categories.


Build games with techniques and insights from a pro.



Best Of Game Programming Gems


Best Of Game Programming Gems
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Author : Mark DeLoura
language : en
Publisher:
Release Date : 2014

Best Of Game Programming Gems written by Mark DeLoura and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with categories.


Welcome to a collection of the most valuable and timeless articles from the essential reference series for game developers. "Best of Game Programming Gems" combines the greatest cutting-edge, ready-to-use techniques contributed by industry experts to volumes 1-6 of the Game Programming Gems series. Each article was carefully chosen by the editors and compiled into one best-of-the-best volume in an effort to share forty-nine timeless gems of game programming wisdom with you and to save you time and effort with a plethora of reliable methods to add to your developer's tool box. The articles are organized into six sections covering the topics of general information, math and physics, artificial intelligence, graphics, networking, and audio. Whether you are new to game development or a practiced veteran, you're sure to find inspiration and insight to make more entertaining and satisfying games in "Best of Game Programming Gems."



Physics For Game Programmers


Physics For Game Programmers
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Author : Grant Palmer
language : en
Publisher: Apress
Release Date : 2007-12-27

Physics For Game Programmers written by Grant Palmer and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-12-27 with Computers categories.


*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.



Game Design


Game Design
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Author : Jim Thompson
language : en
Publisher: John Wiley & Sons
Release Date : 2007-03-09

Game Design written by Jim Thompson and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-03-09 with Computers categories.


Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.



Java Game Development With Libgdx


Java Game Development With Libgdx
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Author : Lee Stemkoski
language : en
Publisher: Apress
Release Date : 2018-01-17

Java Game Development With Libgdx written by Lee Stemkoski and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-17 with Computers categories.


Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn Create 12 complete video game projects Master advanced Java programming concepts, including data structures, encapsulation, inheritance, and algorithms, in the context of game development Gain practical experience with game design topics, including user interface design, gameplay balancing, and randomized content Integrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllers Who This Book Is For The target audience has a desire to make video games, and an introductory level knowledge of basic Java programming. In particular, the reader need only be familiar with: variables, conditional statements, loops, and be able to write methods to accomplish simple tasks and classes to store related data.



Mastering C Game Development


Mastering C Game Development
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Author : Mickey MacDonald
language : en
Publisher:
Release Date : 2018-01-25

Mastering C Game Development written by Mickey MacDonald and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-25 with Computers categories.


High-end game development with advanced C++ 17 programming techniques Key Features Make the best use of object-oriented capabilities of C++ 17 to develop high-end games Create reusable C++ 17 libraries and editor tools for your game Series of example projects demonstrating advanced techniques to build games of any genre Book Description Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build high-quality games. To begin, you will be presented with, an overview of popular development methodologies, and a short guide to updated features of the C++ 17 standard. You will learn how to leverage existing libraries such as OpenGL and the STL (standard library) to build complex systems. Throughout the journey, you will also build a set of C++ 17 compatible libraries that can be reused in your own development projects. In the last half of the book, you will work with demos designed to introduce you to advanced rendering techniques, interactive physics, advanced AI techniques, and even multiplayer game concerns with modern networks. What you will learn Work and communicate effectively in the modern games industry Develop simple and advanced gameplay systems How to leverage the standard core C++ libraries Use modern real-time rendering techniques to achieve immersive 3D visuals Achieve a narrative-driven game experience using a variety of data management techniques Implement scripting using LUA Learn AI algorithms and concepts for handling motion, behavior, and decision making Implementation of the OpenGL, Bullet Physics, GLM, SteamVR and other common libraries Who this book is for This book is intended for aspiring game developers who are proficient in C++ 17 programming and are interested in developing professional games with C++.17



Professional Html5 Mobile Game Development


Professional Html5 Mobile Game Development
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Author : Pascal Rettig
language : en
Publisher: John Wiley & Sons
Release Date : 2012-08-29

Professional Html5 Mobile Game Development written by Pascal Rettig and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-29 with Computers categories.


Create mobile game apps for the lucrative gaming market If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so you can modify, further develop, and make it your own. Shows intermediate developers how to develop games in HTML5 and build games for iPhone, iPad, Android, and WP7.5 mobile and touchscreen devices Explains single-player and multi-player mobile game development Provides code for six basic games in a GitHub repository, so readers can collaborate and develop the code themselves Explores specific APIs to make games even more compelling, including geolocation, audio, and device orientation Reviews three popular open-source HTML5 game engines--crafty.js, easel.js, and enchant.js Covers simple physics as well as using an existing physics library The world is going mobile, as is the game industry. Professional HTML5 Mobile Game Development helps savvy developers join in this exploding market.



Beginning C Game Programming


Beginning C Game Programming
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Author : John Horton
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-10-07

Beginning C Game Programming written by John Horton 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 2016-10-07 with Computers categories.


Learn C++ from scratch and get started building your very own games About This Book This book offers a fun way to learn modern C++ programming while building exciting 2D games This beginner-friendly guide offers a fast-paced but engaging approach to game development Dive headfirst into building a wide variety of desktop games that gradually increase in complexity It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively Who This Book Is For This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations. What You Will Learn Get to know C++ from scratch while simultaneously learning game building Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game. Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files Get ready to go and build your own unique games! In Detail This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more. Style and approach This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.