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Beginning game programming : a GameDev.net collection / John Hattan and Drew Sikora ; series editors.

By: Contributor(s): Material type: TextTextPublisher: Boston, MA : Course Technology/Cengage Learning, [2009]Copyright date: ©2009Description: xx, 514 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781598638059 (pbk.)
  • 159863805X (pbk.)
Subject(s): DDC classification:
  • 794.81526 22 H.J.B
LOC classification:
  • QA76.76.C672 H374 2009
Contents:
Part 1: Introductory ProgrammingChapter 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 MapsChapter 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: ScriptingChapter 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: AlgorithmsChapter 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 TopicsChapter 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;
Summary: Features information and ideas for those looking for a foundation in the basics of game programming. This book offers guidance on what programming language to use, find information on coding best practices, explore graphics creation, and get an introduction to scripting
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Holdings
Item type Current library Collection Call number Status Date due Barcode
Books Books Main library B10 Computers & Information Technology ( Digital Media Tech. ) 794.81526 H.J.B (Browse shelf(Opens below)) Available 00009382

Includes index.

Part 1: Introductory ProgrammingChapter 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 MapsChapter 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: ScriptingChapter 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: AlgorithmsChapter 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 TopicsChapter 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;

Features information and ideas for those looking for a foundation in the basics of game programming. This book offers guidance on what programming language to use, find information on coding best practices, explore graphics creation, and get an introduction to scripting

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