Author: Vic Broquard
Publisher:
ISBN: 9781941415603
Category :
Languages : en
Pages : 368
Book Description
If you ever want to program a game, this is the book for you! Game Programming Theory in C++covers basic algorithms of artificial intelligence and the physics of motion in 2D and 3D situations. Game Programming Theory in C++ begins with a short review of basic mathematical principles needed in games programming, including Vectors. Since object oriented classes are used throughout, the basics of writing C++ classes are also presented at the very beginning. Next Game Programming Theory in C++ discusses and programs chasing, evading, and intercepting algorithms. Patterned movement is illustrated. Sufficient physics is presented so that the reader can grasp the important equations of motions in both 2D and 3D situations. These are applied to a rigid body simulator. Game Programming Theory in C++ covers flocking algorithms and movement based upon a potntial function. Path finding is discussed in depth, including the A* method. Scripting is handled in Game Programming Theory in C++ as well as ini file creation methods. Finite state machines are illustrated as well. One chapter discusses many detail about projectile simulations, car simulations, and boat simulations. A 3D airplane simulator is covered. Fuzzy logic is presented in depth to illustrate handling of combat situations. Game Programming Theory in C++ covers the physics of collisions in 3D, a very important topic in nearly all games. Finally, methods of terrain generation are shown, along with sector analysis. Once you have finished Game Programming Theory in C++, you are ready for Programming Non-graphical Games in C++ which focuses on how to construct the many different types of game engines. After that, tackle the two windows programming books to learn how to build the graphical interface.
Game Programming Theory in C++
Author: Vic Broquard
Publisher:
ISBN: 9781941415603
Category :
Languages : en
Pages : 368
Book Description
If you ever want to program a game, this is the book for you! Game Programming Theory in C++covers basic algorithms of artificial intelligence and the physics of motion in 2D and 3D situations. Game Programming Theory in C++ begins with a short review of basic mathematical principles needed in games programming, including Vectors. Since object oriented classes are used throughout, the basics of writing C++ classes are also presented at the very beginning. Next Game Programming Theory in C++ discusses and programs chasing, evading, and intercepting algorithms. Patterned movement is illustrated. Sufficient physics is presented so that the reader can grasp the important equations of motions in both 2D and 3D situations. These are applied to a rigid body simulator. Game Programming Theory in C++ covers flocking algorithms and movement based upon a potntial function. Path finding is discussed in depth, including the A* method. Scripting is handled in Game Programming Theory in C++ as well as ini file creation methods. Finite state machines are illustrated as well. One chapter discusses many detail about projectile simulations, car simulations, and boat simulations. A 3D airplane simulator is covered. Fuzzy logic is presented in depth to illustrate handling of combat situations. Game Programming Theory in C++ covers the physics of collisions in 3D, a very important topic in nearly all games. Finally, methods of terrain generation are shown, along with sector analysis. Once you have finished Game Programming Theory in C++, you are ready for Programming Non-graphical Games in C++ which focuses on how to construct the many different types of game engines. After that, tackle the two windows programming books to learn how to build the graphical interface.
Publisher:
ISBN: 9781941415603
Category :
Languages : en
Pages : 368
Book Description
If you ever want to program a game, this is the book for you! Game Programming Theory in C++covers basic algorithms of artificial intelligence and the physics of motion in 2D and 3D situations. Game Programming Theory in C++ begins with a short review of basic mathematical principles needed in games programming, including Vectors. Since object oriented classes are used throughout, the basics of writing C++ classes are also presented at the very beginning. Next Game Programming Theory in C++ discusses and programs chasing, evading, and intercepting algorithms. Patterned movement is illustrated. Sufficient physics is presented so that the reader can grasp the important equations of motions in both 2D and 3D situations. These are applied to a rigid body simulator. Game Programming Theory in C++ covers flocking algorithms and movement based upon a potntial function. Path finding is discussed in depth, including the A* method. Scripting is handled in Game Programming Theory in C++ as well as ini file creation methods. Finite state machines are illustrated as well. One chapter discusses many detail about projectile simulations, car simulations, and boat simulations. A 3D airplane simulator is covered. Fuzzy logic is presented in depth to illustrate handling of combat situations. Game Programming Theory in C++ covers the physics of collisions in 3D, a very important topic in nearly all games. Finally, methods of terrain generation are shown, along with sector analysis. Once you have finished Game Programming Theory in C++, you are ready for Programming Non-graphical Games in C++ which focuses on how to construct the many different types of game engines. After that, tackle the two windows programming books to learn how to build the graphical interface.
Beginning C++ Game Programming
Author: John Horton
Publisher: Packt Publishing Ltd
ISBN: 1838647651
Category : Computers
Languages : en
Pages : 746
Book Description
Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 Key Features Learn game development and C++ with a fun, example-driven approach Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders Discover tips to expand your finished games by thinking critically, technically, and creatively Book Description The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you'll get a fun introduction to game programming by building five fully playable games of increasing complexity. You'll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch What you will learn Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML Explore C++ OOP by building a Pong game Understand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound Use classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine guns Add advanced features to your game using pointers, references, and the STL Scale and reuse your game code by learning modern game programming design patterns Who this book is for This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful.
Publisher: Packt Publishing Ltd
ISBN: 1838647651
Category : Computers
Languages : en
Pages : 746
Book Description
Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 Key Features Learn game development and C++ with a fun, example-driven approach Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders Discover tips to expand your finished games by thinking critically, technically, and creatively Book Description The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you'll get a fun introduction to game programming by building five fully playable games of increasing complexity. You'll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch What you will learn Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML Explore C++ OOP by building a Pong game Understand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound Use classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine guns Add advanced features to your game using pointers, references, and the STL Scale and reuse your game code by learning modern game programming design patterns Who this book is for This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful.
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Sams Teach Yourself Game Programming in 24 Hours
Author: Michael Morrison
Publisher: Sams Publishing
ISBN: 9780672324611
Category : Computers
Languages : en
Pages : 510
Book Description
A gentle introduction to game programming on the Windows platform for the complete beginner.
Publisher: Sams Publishing
ISBN: 9780672324611
Category : Computers
Languages : en
Pages : 510
Book Description
A gentle introduction to game programming on the Windows platform for the complete beginner.
Game Programming in C++
Author: Erik Yuzwa
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
Written for hobbyists, beginning developers, and students, the text includes exercises to build a complete 3D asteroid game. A variety of tools are used throughout, including VisualStudio.NET and DirectX, Paintshop Pro*, 3ds Max(, and the Panda XFile exporter tool.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
Written for hobbyists, beginning developers, and students, the text includes exercises to build a complete 3D asteroid game. A variety of tools are used throughout, including VisualStudio.NET and DirectX, Paintshop Pro*, 3ds Max(, and the Panda XFile exporter tool.
Game Programming in C++
Author: Sanjay Madhav
Publisher: Addison-Wesley Professional
ISBN: 0134597311
Category : Computers
Languages : en
Pages : 1268
Book Description
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.
Publisher: Addison-Wesley Professional
ISBN: 0134597311
Category : Computers
Languages : en
Pages : 1268
Book Description
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.
Hands-On C++ Game Animation Programming
Author: Gabor Szauer
Publisher: Packt Publishing Ltd
ISBN: 1800207964
Category : Computers
Languages : en
Pages : 368
Book Description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
Publisher: Packt Publishing Ltd
ISBN: 1800207964
Category : Computers
Languages : en
Pages : 368
Book Description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
Learning C# by Developing Games with Unity 2021
Author: Harrison Ferrone
Publisher: Packt Publishing Ltd
ISBN: 1801812969
Category : Computers
Languages : en
Pages : 429
Book Description
Learn C# programming from scratch using Unity as a fun and accessible entry point with this updated edition of the bestselling series. Includes invitation to join the online Unity Game Development community to read the book alongside peers, Unity developers/C# programmers and Harrison Ferrone. Purchase of the print or Kindle book includes a free eBook in the PDF format. Key FeaturesLearn C# programming basics, terminology, and coding best practicesBecome confident with Unity fundamentals and features in line with Unity 2021Apply your C# knowledge in practice and build a working first-person shooter game prototype in UnityBook Description The Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development. This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations. The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles. By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine. What you will learnFollow simple steps and examples to create and implement C# scripts in UnityDevelop a 3D mindset to build games that come to lifeCreate basic game mechanics such as player controllers and shooting projectiles using C#Divide your code into pluggable building blocks using interfaces, abstract classes, and class extensionsBecome familiar with stacks, queues, exceptions, error handling, and other core C# conceptsLearn how to handle text, XML, and JSON data to save and load your game dataExplore the basics of AI for games and implement them to control enemy behaviorWho this book is for If you're a developer, programmer, hobbyist, or anyone who wants to get started with Unity and C# programming in a fun and engaging manner, this book is for you. You'll still be able to follow along if you don't have programming experience, but knowing the basics will help you get the most out of this book.
Publisher: Packt Publishing Ltd
ISBN: 1801812969
Category : Computers
Languages : en
Pages : 429
Book Description
Learn C# programming from scratch using Unity as a fun and accessible entry point with this updated edition of the bestselling series. Includes invitation to join the online Unity Game Development community to read the book alongside peers, Unity developers/C# programmers and Harrison Ferrone. Purchase of the print or Kindle book includes a free eBook in the PDF format. Key FeaturesLearn C# programming basics, terminology, and coding best practicesBecome confident with Unity fundamentals and features in line with Unity 2021Apply your C# knowledge in practice and build a working first-person shooter game prototype in UnityBook Description The Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development. This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations. The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles. By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine. What you will learnFollow simple steps and examples to create and implement C# scripts in UnityDevelop a 3D mindset to build games that come to lifeCreate basic game mechanics such as player controllers and shooting projectiles using C#Divide your code into pluggable building blocks using interfaces, abstract classes, and class extensionsBecome familiar with stacks, queues, exceptions, error handling, and other core C# conceptsLearn how to handle text, XML, and JSON data to save and load your game dataExplore the basics of AI for games and implement them to control enemy behaviorWho this book is for If you're a developer, programmer, hobbyist, or anyone who wants to get started with Unity and C# programming in a fun and engaging manner, this book is for you. You'll still be able to follow along if you don't have programming experience, but knowing the basics will help you get the most out of this book.
An Introduction to Linear Programming and Game Theory
Author: Paul R. Thie
Publisher: John Wiley & Sons
ISBN: 1118165454
Category : Mathematics
Languages : en
Pages : 476
Book Description
Praise for the Second Edition: "This is quite a well-done book: very tightly organized, better-than-average exposition, and numerous examples, illustrations, and applications." —Mathematical Reviews of the American Mathematical Society An Introduction to Linear Programming and Game Theory, Third Edition presents a rigorous, yet accessible, introduction to the theoretical concepts and computational techniques of linear programming and game theory. Now with more extensive modeling exercises and detailed integer programming examples, this book uniquely illustrates how mathematics can be used in real-world applications in the social, life, and managerial sciences, providing readers with the opportunity to develop and apply their analytical abilities when solving realistic problems. This Third Edition addresses various new topics and improvements in the field of mathematical programming, and it also presents two software programs, LP Assistant and the Solver add-in for Microsoft Office Excel, for solving linear programming problems. LP Assistant, developed by coauthor Gerard Keough, allows readers to perform the basic steps of the algorithms provided in the book and is freely available via the book's related Web site. The use of the sensitivity analysis report and integer programming algorithm from the Solver add-in for Microsoft Office Excel is introduced so readers can solve the book's linear and integer programming problems. A detailed appendix contains instructions for the use of both applications. Additional features of the Third Edition include: A discussion of sensitivity analysis for the two-variable problem, along with new examples demonstrating integer programming, non-linear programming, and make vs. buy models Revised proofs and a discussion on the relevance and solution of the dual problem A section on developing an example in Data Envelopment Analysis An outline of the proof of John Nash's theorem on the existence of equilibrium strategy pairs for non-cooperative, non-zero-sum games Providing a complete mathematical development of all presented concepts and examples, Introduction to Linear Programming and Game Theory, Third Edition is an ideal text for linear programming and mathematical modeling courses at the upper-undergraduate and graduate levels. It also serves as a valuable reference for professionals who use game theory in business, economics, and management science.
Publisher: John Wiley & Sons
ISBN: 1118165454
Category : Mathematics
Languages : en
Pages : 476
Book Description
Praise for the Second Edition: "This is quite a well-done book: very tightly organized, better-than-average exposition, and numerous examples, illustrations, and applications." —Mathematical Reviews of the American Mathematical Society An Introduction to Linear Programming and Game Theory, Third Edition presents a rigorous, yet accessible, introduction to the theoretical concepts and computational techniques of linear programming and game theory. Now with more extensive modeling exercises and detailed integer programming examples, this book uniquely illustrates how mathematics can be used in real-world applications in the social, life, and managerial sciences, providing readers with the opportunity to develop and apply their analytical abilities when solving realistic problems. This Third Edition addresses various new topics and improvements in the field of mathematical programming, and it also presents two software programs, LP Assistant and the Solver add-in for Microsoft Office Excel, for solving linear programming problems. LP Assistant, developed by coauthor Gerard Keough, allows readers to perform the basic steps of the algorithms provided in the book and is freely available via the book's related Web site. The use of the sensitivity analysis report and integer programming algorithm from the Solver add-in for Microsoft Office Excel is introduced so readers can solve the book's linear and integer programming problems. A detailed appendix contains instructions for the use of both applications. Additional features of the Third Edition include: A discussion of sensitivity analysis for the two-variable problem, along with new examples demonstrating integer programming, non-linear programming, and make vs. buy models Revised proofs and a discussion on the relevance and solution of the dual problem A section on developing an example in Data Envelopment Analysis An outline of the proof of John Nash's theorem on the existence of equilibrium strategy pairs for non-cooperative, non-zero-sum games Providing a complete mathematical development of all presented concepts and examples, Introduction to Linear Programming and Game Theory, Third Edition is an ideal text for linear programming and mathematical modeling courses at the upper-undergraduate and graduate levels. It also serves as a valuable reference for professionals who use game theory in business, economics, and management science.
Programming Non-Graphical Games in C++
Author: Vic Broquard
Publisher:
ISBN: 9781941415610
Category :
Languages : en
Pages : 626
Book Description
Powerful and highly useful for learning game programming in c++, Programming Non-graphical Games in C++ covers basic algorithms for programming games, using sample games that do not need a fancy graphical user interface thereby keeping the focus on the game engine and mechanics. Programming Non-graphical Games in C++ presents you with how to write Adventure games, ladder style games involving timings, the use of binary trees, and a fully operational WWII combat game. You can easily teach yourself how to create your own game engines by studying this book. And these can be quite complex; just check out the sample WWII game in Chapter 12. Programming Non-graphical Games in C++ begins with the creation of a Screen class to handle direct cursor operation with full use of color allowing good looking DOS screens. Next, a complete random die rolling set of classes are presented. These sets of classes are then placed into production libraries and used in most all of the game samples. Construction of children's games is covered. Since data structures play an enormous role in game programming, growable arrays, double linked lists, stacks, and queues are reviewed, both using a void* and template versions. The use of the STL versions of the data structures is also presented. Armed with these basics, the creation of text based adventure games are presented. Next, live action arcade style games are covered, with the presentation of a fully operational ladder game. Next, card games are presented in full. The Tree data structures are covered as are variant records. These two are then put to use in the construction of a spells selection NPC action. Finally, a complete WWII war game is presented, covering nearly a hundred pages, using many derived classes. The game is fully operational including indirect fire, direct fire, and close assault attacks.
Publisher:
ISBN: 9781941415610
Category :
Languages : en
Pages : 626
Book Description
Powerful and highly useful for learning game programming in c++, Programming Non-graphical Games in C++ covers basic algorithms for programming games, using sample games that do not need a fancy graphical user interface thereby keeping the focus on the game engine and mechanics. Programming Non-graphical Games in C++ presents you with how to write Adventure games, ladder style games involving timings, the use of binary trees, and a fully operational WWII combat game. You can easily teach yourself how to create your own game engines by studying this book. And these can be quite complex; just check out the sample WWII game in Chapter 12. Programming Non-graphical Games in C++ begins with the creation of a Screen class to handle direct cursor operation with full use of color allowing good looking DOS screens. Next, a complete random die rolling set of classes are presented. These sets of classes are then placed into production libraries and used in most all of the game samples. Construction of children's games is covered. Since data structures play an enormous role in game programming, growable arrays, double linked lists, stacks, and queues are reviewed, both using a void* and template versions. The use of the STL versions of the data structures is also presented. Armed with these basics, the creation of text based adventure games are presented. Next, live action arcade style games are covered, with the presentation of a fully operational ladder game. Next, card games are presented in full. The Tree data structures are covered as are variant records. These two are then put to use in the construction of a spells selection NPC action. Finally, a complete WWII war game is presented, covering nearly a hundred pages, using many derived classes. The game is fully operational including indirect fire, direct fire, and close assault attacks.