[PDF] 'Game Coding Complete' by ed. Mike McShaffry

ISBN: 1598636962

Category: Tutorial


Posted on 2018-01-24, by luongquocchinh.

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Author: ed. Mike McShaffry | Category: Game Development | Language: English | Page: 755 | ISBN: 1598636962 |

Description: The book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. Today, there are plenty of books out there that can teach you the typing part of programming. There are even some books that go a bit further and teach you what makes game coding different from coding a word processing program or a billing system for your local health care providers (or, as we used to call em, doctors). But even now, there just arent many books that combine hard-core game programming advice with equally hardcore development processes, debugging, and team-building information. Table of Contents Foreword Acknowledgments Contributor Acknowledgments About the Author Introduction Welcome to the Third Edition How This Book Is Organized STL and Boost C++ Part I: Game Programming Fundamentals Chapter 1. What Is Game Programming Really Like? The Good The Bad The Ugly Its All Worth It, Right? Chapter 2. Whats in a Game? Game Architecture Applying the Game Architecture Application Layer Game Logic Game View for the Human Player Game Views for AI Agents Networked Game Architecture Do I Have to Use DirectX? Other Bits and Pieces Further Reading Chapter 3. Coding Tidbits and Style That Will Save You Smart Design Practices Smart Pointers and Naked Pointers Using Memory Correctly Mikes Grab Bag of Useful Stuff Developing the Style Thats Right for You Further Reading Chapter 4. Building Your Game A Little Motivation Creating a Project Source Code Repositories and Version Control Building the Game: A Black Art? Creating Build Scripts Multiple Projects and Shared Code Some Parting Advice Part II: Get Your Game Running Chapter 5. Game Initialization and Shutdown Initialization 101 Some C++ Initialization Pitfalls The Games Application Layer Stick the Landing: A Nice Clean Exit Getting In and Getting Out Chapter 6. Controlling the Main Loop Inside the Main Loop A Base Class for Game Actors and Game Logic Can I Make a Game Yet? Chapter 7. Loading and Caching Game Data Game Resources: Formats and Storage Requirements Resource Files The Resource Cache Im Out of Cache Chapter 8. Programming Input Devices Getting the Device State Using DirectInput A Few Safety Tips Working with the Mouse (and Joystick) Working with a Game Controller Working with the Keyboard What, No Dance Pad? Chapter 9. User Interface Programming The Humans Game View A WASD Movement Controller Screen Elements A Custom MessageBox Dialog Modal Dialog Boxes Controls Control Identification Hit Testing and Focus Order Control State More Control Properties Some Final User Interface Tips Part III: Core Game Technologies Chapter 10. Game Event Management Game Events What Game Events Are Important? Distinguishing Events from Processes Further Reading Chapter 11. Scripting with Lua by James Clarendon What Is Scripting? Common Scripting Paradigms Introducing Lua Getting Started with a Lua WrapperLuaPlus Mind the Gap! Wanna Buy a Bridge? Im Totally Wired Do You Hear What I Hear? Lets Get OOP-Able! Debugging Script Introducing Decoda Famous Last Words: An Exercise for the Reader References Chapter 12. Game Audio How Sound Works Game Sound System Architecture Other Technical Hurdles Some Random Notes The Last Dance Chapter 13. 3D Basics 3D Graphics Pipeline 3D Math 101 C++ Math Classes Enough MathPlease Stop 3D GraphicsIts Just the Beginning Chapter 14. 3D Scenes The Plane Class The Frustum Class Scene Graph Basics Special Scene Graph Nodes What About Shaders? Whats Missing? Still Hungry? Further Reading Chapter 15. Collision and Simple Physics Mathematics for Physics Refresher Choosing a Physics SDK Object Properties Collision Hulls Using a Collision System Integrating a Physics SDK But Wait, Theres So Much More Chapter 16. Network Programming Primer How the Internet Works Sockets API Making a Multiplayer Game with Sockets Core Client-Side Classes Core Server-Side Classes Wiring Sockets into the Event System Gosh, if Its That Easy Part IV: Advanced Topics and Bringing IT All Together Chapter 17. An Introduction to Game AI by David Rez Graham Intro to AI concepts Movement Path Finding Simple Decision Making Advanced Decision Making Types of Game AI Further Reading Chapter 18. Introduction to Multiprogramming What Multiprogramming Does Creating Threads Process Synchronization Interesting Threading Problems Thread Safety Multithreading Classes Background Decompression of a ZIP File Further Work About the Hardware About the Future Chapter 19. A Game of Teapot Wars! Game Actors Game Events The Application Layer The Game Logic The Game View for a Human Player The AI View and Listener More Teapot Wars, if You Are Willing Chapter 20. A Simple Game Editor in C# by Quoc Tran What Should a Level Editor Do? The Editor Architecture Creating the DLL The C# Editor Application Getting Information About Actors in the Level Creating, Changing, and Removing Actors Saving and Loading Levels Future Work Special Thanks Further Reading Chapter 21. Debugging Your Game The Art of Handling Failure Debugging Basics Debugging Techniques Different Kinds of Bugs Parting Thoughts Further Reading Chapter 22. Driving to the Finish Finishing Issues Dealing with Big Trouble The LightIts Not a Train After All with TOC BookMarkLinks

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