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Introduction to Game Programming with C++ (Wordware Game Developers Library)
Introduction to Game Programming with C++ (Wordware Game Developers Library)
ISBN: 1598220322
EAN: 2147483647
Year: 2007
Pages: 225
Authors:
Alan Thorn
BUY ON AMAZON
Table of Contents
Back Cover
Introduction to Game Programming with C
Introduction
Intended Audience
Subject Matter
What s on the Companion Files?
Chapter 1: Mathematics-The Language of Numbers
1.1 Number Systems
1.2 Arithmetic
1.3 Number Parts
1.4 Dividing into Parts and Several Parts
1.5 Special Numbers
1.6 Ratio
1.7 Discrete and Continuous Sets
1.8 Fractions-Incomplete Measure
1.9 Decimal Notation-Damn Those Dots
1.10 Percentage
1.11 Conclusion
Chapter 2: Algebra
2.1 What Is Algebra?
2.2 Rules of Algebra
2.3 Directed Numbers
2.4 Algebraic Expressions
2.5 Linear Equations
2.6 Inequalities
2.7 Simultaneous Linear Equations
2.8 Conclusion
Chapter 3: The Pictures of Mathematics
3.1 1D Coordinates
3.2 2D Coordinates
3.3 3D Coordinates
3.4 Primitives and Properties of Space
3.5 Polygons and Shapes
3.6 Area and Perimeter
3.7 Square Numbers and Square Roots
3.8 Right Triangles and the Pythagorean Theorem
3.9 Right Triangles and Angles
3.10 Area of a Triangle
3.11 The Circle
3.12 Equations of Lines
3.13 Vectors
3.14 Conclusion
Chapter 4: C and Programming
4.1 Programming
4.2 C as a Language
4.3 C IDE
4.4 Using an IDE
4.5 Projects
4.6 Project Types
4.7 Coding
4.8 Compiling
4.9 Executing
4.10 Debugging
4.11 Opening and Saving Projects
4.12 Conclusion
Chapter 5: The Basics of C
5.1 The First Program
5.2 Conclusion
Chapter 6: Variables, Constants, and Arrays
6.1 Constants
6.2 Variables
6.3 Data and Information
6.4 Data in Memory
6.5 Constants and Variables in Memory
6.6 Data Types
6.7 Constants in C
6.8 Variables in C
6.9 Arithmetic Operators
6.10 Outputting Results
6.11 Data and Arrays
6.12 Shorthand Operations
6.13 Conclusion
Chapter 7: Controlling Program Flow
7.1 Handling Input
7.2 Making Decisions
7.3 Conditional Operators
7.4 Conditional Statements
7.5 Logical Operators
7.6 Multiple Choice
7.7 Loops and Repetition
7.8 Conclusion
Chapter 8: Pointers
8.1 Memory Addresses
8.2 Pointers
8.3 Conclusion
Chapter 9: Functions
9.1 Functions in Mathematics
9.2 Functions in C
9.3 Functions as Arguments
9.4 Functions without Inputs and Outputs
9.5 Functions and Variables
9.6 Functions and Arguments as Pointers
9.7 Recursive Functions
9.8 Functions and Default Arguments
9.9 Functions and Overloading
9.10 Conclusion
Chapter 10: Data Structures and Classes
10.1 Organizing Data
10.2 Data Structures
10.3 Further Data Representation
10.4 Access Specifiers
10.5 Overloading Operators
10.6 Inheritance
10.7 Pointers to Classes
10.8 Overriding Functions
10.9 Polymorphism
10.10 Conclusion
Chapter 11: Memory Allocation and Strings
11.1 Memory Allocation
11.2 new Keyword
11.3 delete Keyword
11.4 Dynamic Arrays
11.5 Strings
11.6 Strings with std::string
11.7 String Processing
11.8 Conclusion
Chapter 12: File IO and Command-Line Arguments
12.1 Files
12.2 Reading and Writing Files
12.3 Command-Line Arguments
12.4 Conclusion
Chapter 13: Algorithms
13.2 Common Algorithms
13.3 Conclusion
Chapter 14: Game Programming
14.1 Game Development
14.2 Software Abstraction
14.3 Graphics
14.4 Sound and Music
14.5 More Middleware
14.6 Conclusion
Chapter 15: 2D Games and ClanLib
15.1 ClanLib
15.2 Downloading ClanLib
15.3 Building ClanLib
15.4 First ClanLib Application
15.5 Games and the Message Loop
15.6 Graphics Rendering
15.7 Conclusion
Chapter 16: ClanLib-Core Classes
16.1 2D Games and Images
16.2 Surfaces
16.3 Drawing Surfaces
16.4 Transformation
16.5 XML
16.6 Resources
16.7 Sprites
16.8 Input
16.9 Conclusion
Chapter 17: ClanLib-Scene Management
17.1 Scenes
17.2 Scenes and Design
17.3 Scene Implementation
17.4 Layers
17.5 Painting a Layer
17.6 Overview-Using Scene Manager
17.7 Conclusion
Chapter 18: 3D Games and OGRE 3D
18.1 3D Games
18.2 OGRE 3D
18.3 Downloading OGRE 3D
18.4 Installing OGRE 3D
18.5 Compiling the OGRE 3D Samples
18.6 Running the OGRE 3D Samples
18.7 Creating an OGRE Application Using a Wizard
18.8 Creating an OGRE Application Manually
18.9 OGRE Log
18.10 OGRE Documentation
18.11 Conclusion
Chapter 19: Exploring OGRE 3D
19.1 3D Scenes
19.2 Creating 3D Scenes
19.3 SceneNode Properties and Methods
19.4 Lights
19.5 Cameras
19.6 Materials and Scripts
19.7 Billboards
19.8 Particle Systems
19.9 Frame Listeners
19.10 Input
19.11 Conclusion
Chapter 20: Other Gaming Libraries-Install and Sound
20.1 Sound and Music
20.2 FMOD
20.3 BASS
20.4 NSIS-Windows Installer
20.5 Scripting
20.6 Open-Source Software
20.7 Open Media Formats
20.8 Conclusion
Afterword
Appendix A: Trigonometric Table
Appendix B: Degrees to Radians
Appendix C: ClanLib Key Codes
Appendix D: OGRE Key Codes
Appendix E: C Keywords
Appendix F: Recommended Reading
Index
A
B
C
D
E
F
G
H
I-K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
List of Figures
Introduction to Game Programming with C++ (Wordware Game Developers Library)
ISBN: 1598220322
EAN: 2147483647
Year: 2007
Pages: 225
Authors:
Alan Thorn
BUY ON AMAZON
The CISSP and CAP Prep Guide: Platinum Edition
Access Control
Security Architecture and Design
The Certification Phase
The Accreditation Phase
Appendix E The Information System Security Management Professional (ISSMP) Certification
WebLogic: The Definitive Guide
Using JavaMail
Creating Domains
Securing a Clustered Solution
Configuring WebLogics SSL
Accessing MBean Servers
C++ GUI Programming with Qt 3
Presenting Data in Tabular Form
Reading XML with DOM
Writing XML
Providing Online Help
Interfacing with Native APIs
Information Dashboard Design: The Effective Visual Communication of Data
Categorizing Dashboards
Design for Use as a Launch Pad
Test Your Design for Usability
Sample Marketing Analysis Dashboard
A Final Word
Wireless Hacks: Tips & Tools for Building, Extending, and Securing Your Network
Hack 17. Choose a Cellular Data Plan
Hack 41. Visualize a Network
Hack 60. Backlight Your Zipit
Hack 69. Extend Your Wireless Network with WDS
Section A.10. 802.1x: Port Security for Network Communications
VBScript in a Nutshell, 2nd Edition
Global Code
Common Problem Areas and How to Avoid Them
Section A.1. Array Handling
Section A.5. Data Type Conversion
Section C.5. Operator Precedence
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