Author: Jonathan S. Harbour
Publisher: Course Technology
ISBN: 9781592000098
Category : Computers
Languages : en
Pages : 756
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Book Description
This book teaches how to write games without the distraction of the technical details of DirectX, because DarkBASIC handles the entire game engine allowing the developer to enjoy designing and playing games of his/her own creation.. There are currently no other books on DarkBASIC, so this book will serve as a complete DarkBASIC resource for beginners to advanced programmers..
Author: Jonathan S. Harbour
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 624
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Book Description
Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBasic Professional. This easy-to-use language handles the entire game engine for you, so you are free to focus on designing and playing your own games. Written for beginners with no programming experience, DarkBASIC Pro Game Programming, Second Edition is a welcome change of pace from traditional game programming books. You won't need to spend time figuring out how the game engine works, but only what the game is supposed to do. You will be able to create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBasic runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games!
Author: Alistair Stewart
Publisher:
ISBN: 9781874107088
Category : Computer games
Languages : en
Pages :
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Book Description
Author: Jonathan Harbour
Publisher:
ISBN:
Category : Internet games
Languages : en
Pages : 614
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Book Description
Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBasic Professional. This easy-to-use language handles the entire game engine for you, so you are free to focus on designing and playing your own games. Written for beginners with no programming experience, DarkBASIC Pro Game Programming, Second Edition is a welcome change of pace from traditional game programming books. You won't need to spend time figuring out how the game engine works, but only what the game is supposed to do. You will be able to create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBasic runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games!
Author: Robert C. Matthews
Publisher:
ISBN: 9781913842116
Category : Computers
Languages : en
Pages : 150
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Book Description
Do you want to take the first step into the world of game programming? Are you tired of endless tutorials leaving you with more knowledge of how to become a website designer than a game programmer? Do you want a comprehensive guide to everything you need to know to start making your first game? If your answer to any of these questions is "yes" then this is the book for you. We'll be going over every facet of game programming, ranging from how to set your expectations of what you're getting into right up to creating the games themselves. In this book you'll discover: - How to program a vast variety of different game genres. - The most important game design elements crucial to your success. - How to use the Gosu library to make games in Ruby. - The best way to ensure your RPG Maker game is better than the rest. - A crash-course in Unity to kick start your professional career This book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. If you feel like you're ready to get into the world of game programming and create a game for millions of people worldwide to enjoy.
Author: Robert C Matthews
Publisher:
ISBN:
Category :
Languages : en
Pages : 498
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Book Description
The Complete 3 Books Series on Coding GamesBook 1Do you want a comprehensive guide to everything you need to know to start making your first game?If your answer to any of these questions is "yes" then this is the book for you. We'll be going over every facet of game programming, ranging from how to set your expectations of what you're getting into right up to creating the games themselves.In this book you'll discover...-How to program a vast variety of different game genres.-The most important game design elements crucial to your success.-How to use the Gosu library to make games in Ruby.-The best way to ensure your RPG Maker game is better than the rest.-A crash-course in Unity to kick start your professional careerThis book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. Book 2Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols. This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! And there is. There exists one simple solution that, in one fell swoop can transform learning how to code from an insanely boring experience to an entertaining pleasant journey. How you wonder? By making the whole experience a game!In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games. For anyone tired of learning to code boringly, or just someone looking for a more fun way to attract their young ones into computer programming, this book will be quite an illuminating read for you! Book3This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context. Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey. This book was written with particular care to keep the reader's perspective in mind instead of the author's knowledge, because at the end of the day, the books' purpose is to teach you, rather than leave you disappointed. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. Here are some of the key features that you will find in this book: -Important and fundamental topics that are key to advanced game programming.-Well-versed explanations after every block of code to facilitate better delivery of the concepts.-A proper topic architecture such that every chapter builds upon the previous one.-Friendly and explanatory vocabulary with minimum jargon to ensure a better reading experience.In this book you will learn-Start up and shut down sequences-Application layers-How to create game objects and characters-How to create game loops-How to program devices and user interfaces-Sounds, animations, and much more!
Author: Robert C. Matthews
Publisher:
ISBN: 9781913842246
Category : Computers
Languages : en
Pages : 498
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Book Description
The Complete 3 Books Series on Coding Games Book 1 In this book you'll discover - How to program a vast variety of different game genres. - The most important game design elements crucial to your success. - How to use the Gosu library to make games in Ruby. - The best way to ensure your RPG Maker game is better than the rest. - A crash-course in Unity to kick start your professional career This book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. Book 2 Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols. This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! By making the whole experience a game! In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games. Book 3 This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context. Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. In this book you will learn - Start up and shut down sequences - Application layers - How to create game objects and characters - How to create game loops - How to program devices and user interfaces - Sounds, animations, and much more!
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 172
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Book Description
Retro Game Programming for the Web provides a beginners guide to getting started developing games and interactive web-based applications. The book focuses on the practical aspects with code samples and projects to get you started. The book has been formatted and designed with sample listings and support material, so whether or not you are currently an expert in web development, actively working with an existing framework, or completely in the dark about this mysterious topic, this book has something for you. If you're an experienced developer, you'll find this book a light refresher to the subject, and if you're deciding whether or not to delve into web-based games, this book may help you make that significant decision. The book introduces core mathematic fundamentals in addition to creating special effects and techniques such as collision detection and object management. The text is organised to guide the reader through the exciting topic of retro games programming from a ground-up hands-on perspective. Organized around browser-based languages (Javascript, CSS and HTML), the book includes numerous simplified practical examples in the body of the text as well as technical explanations on limitations and engineering solutions.
Author: John Horton
Publisher: Packt Publishing Ltd
ISBN: 1786467771
Category : Computers
Languages : en
Pages : 511
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Book Description
Learn C++ from scratch and get started building your very own games About This Book This book offers a fun way to learn modern C++ programming while building exciting 2D games This beginner-friendly guide offers a fast-paced but engaging approach to game development Dive headfirst into building a wide variety of desktop games that gradually increase in complexity It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively Who This Book Is For This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations. What You Will Learn Get to know C++ from scratch while simultaneously learning game building Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game. Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files Get ready to go and build your own unique games! In Detail This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more. Style and approach This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.
Author: Michael Hartlef
Publisher: Packt Publishing Ltd
ISBN: 1849692092
Category : Computers
Languages : en
Pages : 747
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Book Description
The first two chapters will provide you with grounding in Monkey. In each subsequent chapter you will create a complete game deployable to either iOS, Android, HTML5, FLASH, OSX, Windows and XNA. The last chapter will show you how to monetize the games so you can be commercially successful in the app development world. Do you want to quickly create games deployable to all the major desktop and mobile platforms?, if so look no further. You will learn how to utilize the highly versatile Monkey compiler to create 2d games deployable almost anywhere. No game development or programming experience is required.