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Summary
Summary
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.
Table of Contents
Chapter 1 The Art of Code Documentation |
Chapter 2 Basic Scripting |
Chapter 3 Isometric 'n' Hexagonal Maps |
Chapter 4 Coordinates in Hexagon-Based Tile Maps |
Chapter 5 SQL in 60 Seconds (8pg) + Albert Sandberg |
Chapter 6 Organizing Code Files in C and C++ |
Chapter 7 Sound Formats and Their Uses in Games |
Chapter 8 XML in Games |
Chapter 9 What Language Do I Use? |
Chapter 10 Mouse Maps for Isometric Height Maps |
Chapter 11 Extended Graphical Templates for Sprite Management |
Chapter 12 A Pathfinding for Beginners |
Chapter 13 Direct3D vs. OpenGL: Which API to Use When, Where, and Why |
Chapter 14 GameMonkey Scripting |
Chapter 15 Using PDL for Code Design and Documentation |
Chapter 16 C++ Debugging |
Chapter 17 Programming with Asynchronous Sockets |
Chapter 18 Basic 2D collision detection |
Chapter 19 An Introduction to Lua |
Chapter 20 Introduction to TCP/IP |
Chapter 21 Introduction to Debugging |
Chapter 22 Basic programming topics |
Chapter 23 Vectors and Matrices: A Primer |
Chapter 24 Using XML Technologies For Enhancing Log Files |
Chapter 25 Item Management Systems |
Chapter 26 Bezier Curves and Surfaces |
Chapter 27 The One: A Singleton Discussion |
Chapter 28 Using Managers |
Chapter 29 The C++ Standard Library |
Chapter 30 How to create a Non Blocking Server |
Chapter 31 Flash vs. Javascript vs. XNA vs. Popcap |