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 Game Programming in C++: Start to Finish
  

  Game Programming in C++: Start to Finish by Yuzwa, Erik

  • Published by: CHARLES RIVER MEDIA
  • Author: Yuzwa, Erik
  • Page Count: 392
  • Group: GAMES PROGRAMMING
  • ISBN: 1584504323/9781584504320
  • Published: Feb 2006

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Book Information and Description:

Game Programming in C++: Start to Finish
Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities!Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX.This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

CONTENTS:

Chapter 1: Introduction; Chapter 2: Essential Game Programming Tools; Chapter 3: Design Fundamentals; Chapter 4: Introduction to SDL and Windows; Chapter 5: Introduction to the Windows Game Toolkit; Chapter 6: Mathematical Foundations; Chapter 7: Introduction to OpenGL; Chapter 8: More OpenGL Techniques; Chapter 9: Adding our OpenGL DLL Renderer; Chapter 10: Scene Geometry Management; Chapter 11: Introduction to Input; Chapter 12: Introduction to Sound; Chapter 13: Building on our SuperAsteroidArena Foundation; Chapter 14: Collision Detection and Physics; Chapter 15: Introduction to Network Fundamentals; Chapter 16: Networking the Game; Chapter 17: Mesh Manipulation and Model Exporting/Importing; Chapter 18: Animation and Other Visual Effects; Chapter 19: Introduction to the OpenGL Shading Language; Chapter 20: Introduction to Scripting With Lua; Chapter 21: Adding to our SuperAsteroidArena Project; Chapter 22: Finishing Touches; Appendix A: Setting Up Our Compiler; Appendix B: Debugging Tools; Appendix C: ASCII Table; Appendix D: Mathematical Quick-Reference; Appendix E: About the CD-ROM; Index