Author: Jazon Yamamoto
Publisher: Course Technology
ISBN: 9781305110380
Category : Computers
Languages : en
Pages : 338
Book Description
THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library.
The Black Art of Multiplatform Game Programming
Author: Jazon Yamamoto
Publisher: Course Technology
ISBN: 9781305110380
Category : Computers
Languages : en
Pages : 338
Book Description
THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library.
Publisher: Course Technology
ISBN: 9781305110380
Category : Computers
Languages : en
Pages : 338
Book Description
THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library.
Unity in Action
Author: Joseph Hocking
Publisher: Simon and Schuster
ISBN: 1638356211
Category : Computers
Languages : en
Pages : 586
Book Description
Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices
Publisher: Simon and Schuster
ISBN: 1638356211
Category : Computers
Languages : en
Pages : 586
Book Description
Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices
SDL Game Development
Author: Shaun Mitchell
Publisher: Packt Publishing Ltd
ISBN: 1849696837
Category : Computers
Languages : en
Pages : 391
Book Description
Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C]+ and you're looking to make great games from the ground up, then this book is perfect for you.
Publisher: Packt Publishing Ltd
ISBN: 1849696837
Category : Computers
Languages : en
Pages : 391
Book Description
Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C]+ and you're looking to make great games from the ground up, then this book is perfect for you.
2D Graphics Programming for Games
Author: John Pile,Jr.
Publisher: CRC Press
ISBN: 1466501901
Category : Computers
Languages : en
Pages : 240
Book Description
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c
Publisher: CRC Press
ISBN: 1466501901
Category : Computers
Languages : en
Pages : 240
Book Description
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Black Art of Java Game Programming
Author: Joel Fan
Publisher:
ISBN: 9781571690432
Category : Java (Computer program language)
Languages : en
Pages : 0
Book Description
CD-ROM includes: Source code, examples and projects for the tutorial chapters. -- Games from the Game Gallery section of the book. -- The Java Developer's Kit (JDK) version 1.0.2 for Macintosh, Solaris, Windows 95, and windows NT. -- All the materials on the CD-ROM in ZIP or TAR format.
Publisher:
ISBN: 9781571690432
Category : Java (Computer program language)
Languages : en
Pages : 0
Book Description
CD-ROM includes: Source code, examples and projects for the tutorial chapters. -- Games from the Game Gallery section of the book. -- The Java Developer's Kit (JDK) version 1.0.2 for Macintosh, Solaris, Windows 95, and windows NT. -- All the materials on the CD-ROM in ZIP or TAR format.
GameSalad Essentials
Author: Miguel DeQuadros
Publisher: Packt Publishing Ltd
ISBN: 1784398462
Category : Computers
Languages : en
Pages : 154
Book Description
If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.
Publisher: Packt Publishing Ltd
ISBN: 1784398462
Category : Computers
Languages : en
Pages : 154
Book Description
If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.
Game Development with Ren'Py
Author: Robert Ciesla
Publisher: Apress
ISBN: 1484249208
Category : Computers
Languages : en
Pages : 361
Book Description
Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming logic and techniques needed to bring your visual novels to life. In this book, you will uncover the rich history of interactive fiction from the bare-bones 1970s games to the audiovisually rich modern output. You will take a detailed look at how to work with some of the most popular and exotic sub-genres and tropes of interactive fiction, such as nakige ("crying game"), dating sims, and horror. Once the stage is set, you will learn to use all-purpose programming logic and techniques in three mini tutorial games and also learn how to deploy your titles to both desktop and mobile platforms. Not solely relegated to the ancient historical period of the 1980s and 1990s, interactive fiction has again become appealing to developers as new tools became available. The visual novel is an increasingly popular and potentially lucrative genre of video game, being deployed for Windows, Mac, iOS, Android, and more. Game Development with Ren'Py reveals how multi-platform tools such as Ren'Py, TyranoBuilder, and Twine are becoming ever more plentiful for creating games in this genre. What You'll Learn Gain a working knowledge of Ren'Py, TyranoBuilder, and Twine Examine the basics of general programming logic Deploy to all available operating systems and platforms Review different approaches to fiction writing in the context of text-based games Who This Book Is For People with no programming experience who are interested in working in the genre of visual novels or interactive fiction.
Publisher: Apress
ISBN: 1484249208
Category : Computers
Languages : en
Pages : 361
Book Description
Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming logic and techniques needed to bring your visual novels to life. In this book, you will uncover the rich history of interactive fiction from the bare-bones 1970s games to the audiovisually rich modern output. You will take a detailed look at how to work with some of the most popular and exotic sub-genres and tropes of interactive fiction, such as nakige ("crying game"), dating sims, and horror. Once the stage is set, you will learn to use all-purpose programming logic and techniques in three mini tutorial games and also learn how to deploy your titles to both desktop and mobile platforms. Not solely relegated to the ancient historical period of the 1980s and 1990s, interactive fiction has again become appealing to developers as new tools became available. The visual novel is an increasingly popular and potentially lucrative genre of video game, being deployed for Windows, Mac, iOS, Android, and more. Game Development with Ren'Py reveals how multi-platform tools such as Ren'Py, TyranoBuilder, and Twine are becoming ever more plentiful for creating games in this genre. What You'll Learn Gain a working knowledge of Ren'Py, TyranoBuilder, and Twine Examine the basics of general programming logic Deploy to all available operating systems and platforms Review different approaches to fiction writing in the context of text-based games Who This Book Is For People with no programming experience who are interested in working in the genre of visual novels or interactive fiction.
Beginning 3D Game Development with Unity 4
Author: Sue Blackman
Publisher: Apress
ISBN: 1430248998
Category : Computers
Languages : en
Pages : 1092
Book Description
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels
Publisher: Apress
ISBN: 1430248998
Category : Computers
Languages : en
Pages : 1092
Book Description
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels
The C# Player's Guide (eBook)
Author: R. B. Whitaker
Publisher: RB Whitaker
ISBN: 0985580119
Category : Computers
Languages : en
Pages : 347
Book Description
Publisher: RB Whitaker
ISBN: 0985580119
Category : Computers
Languages : en
Pages : 347
Book Description