DarkBASIC Pro Game Programming, Second Edition PDF Download
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download DarkBASIC Pro Game Programming, Second Edition PDF full book. Access full book title DarkBASIC Pro Game Programming, Second Edition by Jonathan Harbour. Download full books in PDF and EPUB format.
Author: Jonathan Harbour
Publisher:
ISBN:
Category : Internet games
Languages : en
Pages : 614
Get Book Here
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: Jonathan Harbour
Publisher:
ISBN:
Category : Internet games
Languages : en
Pages : 614
Get Book Here
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: Jonathan S. Harbour
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 624
Get Book Here
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: Jonathan S. Harbour
Publisher: Cengage Learning Ptr
ISBN: 9781592000098
Category : Computers
Languages : en
Pages : 752
Get Book Here
Book Description
You're interested in programming games, but you don't know where to begin. Beginner's Guide to DarkBASIC Game Programming is here to help. You'll be programming games in no time— and with DarkBASIC, you'll be amazed at how little code you have to write! DarkBASIC features more than a thousand commands geared toward game development, giving you a powerful tool as you put your newfound skills into practice. You'll get coverage of both DarkBASIC and DarkBASIC Professional, as well as the complete DarkBASIC Language Reference on CD. This completely self- contained book is designed to give you all of the skills you need to begin an amazing journey into the world of game development.
Author: Alistair Stewart
Publisher:
ISBN: 9781874107095
Category : BASIC (Computer program language)
Languages : en
Pages : 743
Get Book Here
Book Description
Volume 2 of this series covers all aspects of 3D work in DarkBASIC Professional and includes several coded games. Other advanced topics are also included - find out how to program networked games, how to use memory blocks, how to create new DarkBASIC Pro statements and how to use the built-in physics engine. Use the hidden commands that aren't even listed as part of the language As usual this is a book full of activities so that you can be fully involved. There are hundreds of programming exercises to help you with the learning process. And, unlike most books, complete solutions to the activities are included.
Author: Jonathan S. Harbour
Publisher: Cengage Learning
ISBN:
Category : Computers
Languages : en
Pages : 854
Get Book Here
Book Description
This book gives aspiring game programmers the skills that are needed to create professional-quality games. Using the cross-platform Allegro game library, you'll learn how to write complete games that will run on almost any operating system.--[book cover]
Author: Jonathan S. Harbour
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 380
Get Book Here
Book Description
If you are interested in creating games for the casual game market, then get ready to set the wheels in motion! This hands-on guide for beginners allows you to increase your skill level along the way as you create a game full of cool artwork and intricate details. This book is not an introductory guide to the Java programming language, but instead serves as an introduction to the field of game programming using Java. From the basics of creating simple Java programs and writing graphics code to utilizing Java�s advanced 2D library and adding sound effects and music, this book�s step-by-step instructions will help you acquire all the skills you need to create a professional-quality, sprite-based game.
Author: John P. Doran
Publisher: Packt Publishing Ltd
ISBN: 178712696X
Category : Computers
Languages : en
Pages : 383
Get Book Here
Book Description
Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.
Author: Charles Kelly
Publisher: CRC Press
ISBN: 146650868X
Category : Computers
Languages : en
Pages : 440
Get Book Here
Book Description
A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D Games The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.
Author: Homeschool Programming
Publisher:
ISBN: 9780983074939
Category :
Languages : en
Pages :
Get Book Here
Book Description
Author: Steve Rabin
Publisher:
ISBN: 9781584503774
Category : Computers
Languages : en
Pages : 979
Get Book Here
Book Description
Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.