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Game Coding Complete
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
Table of Contents
BackCover
Game Coding Complete
Foreword
Introduction
What You Should Know Before You Knock on My Door
Source Code and Coding Standards
How This Book Is Organized
Part I: Game Programming Fundamentals
Chapter 1: Game Programming is Wacky Because...
The Good
The Bad
The Ugly
It s All Worth It, Right?
Chapter 2: What s in a Game?
Mixing 2D and 3D Technologies
Do I Have to Use DirectX?
User Interface Code
Resource Caching
The Main Loop
Other Bits and Pieces
Chapter 3: Dumb Stuff all Game Programmers Should Know
Design Practices You Shouldn t Live Without
Smart Pointers and Naked Pointers
Using Memory Correctly
Game Scripting Languages
Mike s Grab Bag of Useful Stuff
Well, That Wasn t So Dumb
Part II: Get Your Game Running
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
Chapter 5: User Interface Programming and Input Devices
Getting the Device State
Working with the Mouse (and Joystick)
Working with the Keyboard
User Interface Components
More Control Properties
Some Final User Interface Tips
Chapter 6: 2D Stuff Every Game Programmer Should Know
2D Drawing and DirectX
Basic 2D Drawing Concepts
Drawing Text
Working with Sprites
Graphics Files Formats
Conclusion
Chapter 7: Initialization and the Main Loop
Initialization 101
Some C Initialization Pitfalls
Initializing Your Game
The Main Loop
Stick the Landing: A Nice Clean Exit
Can I Make a Game Yet?
Chapter 8: Loading and Caching Game Resources
Art and Sound Formats
Resource Files
Data Compression
iPac: A Resource File Builder
The Resource Cache
World Design and Cache Prediction
I m Out of Cache
Part III: Building Out Your Games
Chapter 9: 3D Graphics all Game Programmers Must Master
Your DirectX 9 Playground
3D Math 101
Enough Math - Please Stop
3D Graphics - It s That Simple
Chapter 10: 3D Engines
Using a Scene Graph
What s Missing?
3D Middleware Review
Rolling Your Own 3D Engine
Physics Engines
Still Hungry?
Chapter 11: Special Considerations for Developing Windows Games
What About Microsoft Foundation Classes (MFC)?
Windowed Mode and Full-screen Mode
Operating System Specific Stuff
Designed for Windows Logo Program
Conclusion
Chapter 12: Debugging Your Game
The Art of Handling Failure
Debugging Basics
Debugging Techniques
Different Kinds of Bugs
Parting Thoughts
Part IV: Professional Game Production
Chapter 13: The Art of Scheduling
Good Schedules, Bad Schedules
The Key to All Schedules: Milestones
Things to Know Before Scheduling Begins
Creating the Schedule
Getting It Right
Chapter 14: Everything (You Hate) to Know About Testing
Test Plans
Scheduling Testing
Automated Testing
The Bug Database
Which Bugs Get Fixed?
Statistical Analysis of Your Bug Database
The Testing Team
The Public Beta
A Final Word
Chapter 15: Driving to the Finish
Finishing Issues
Dealing with Big Trouble
The Light - It s Not a Train After All
Index
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
List of Figures
List of Tables
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
Kanban Made Simple: Demystifying and Applying Toyotas Legendary Manufacturing Process
Conduct Data Collection
Training
Conclusion
Appendix D Organizational Changes Required for Kanban
Appendix H Case Study 1: Motor Plant Casting Kanban
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Using Arrays
Exploring Exponential and Logarithmic Functions
Solving First-Order Initial Value Problems
Using Excel for Traditional Linear Programming
Understanding Solver Reports
MySQL Cookbook
Telling MySQL How to Display Dates or Times
Performing Calculations with TIMESTAMP Values
Summarizing with COUNT( )
Controlling Summary Display Order
Using Dates with Missing Components
GO! with Microsoft Office 2003 Brief (2nd Edition)
Objective 3. Describe Hardware Devices and Their Uses
Key Terms
Summary
Key Terms
Problem Solving
Professional Struts Applications: Building Web Sites with Struts ObjectRelational Bridge, Lucene, and Velocity (Experts Voice)
The Challenges of Web Application Development
Creating a Struts-based MVC Application
Form Presentation and Validation with Struts
Building a Data Access Tier with ObjectRelationalBridge
Creating a Search Engine with Lucene
Microsoft Office Visio 2007 Step by Step (Step By Step (Microsoft))
Key Points
Connecting Shapes
Creating Scaled Office Spaces
Adding Door, Window, and Furniture Shapes to Office Layouts
Choose the Right Book for You
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