Letter from the Series Editor

[ LiB ]

Letter from the Series Editor

Game development has reached a fever pitch in the past couple of years photorealistic rendering, advanced physics modeling, a million-plus polygon worldsand multiprocessor consoles and PCs are powering the revolution. At the same time, experimentation with scripting languages to help control the high-level aspects of games has gone from a convenience to an absolute necessity. No longer can game programmers think of something as absurd as writing a game in C/C++. Game engines may be written in C/C++, but gamesno longer. Today's state-of-the-art games are controlled almost exclusively with scripting languages.

In the past, scripting languages were custom-made or derivative works made up of the C/C++ compiler and creative use of the pre-processor. Times have changed, and today developers are faced with a number of potential scripting languages to use in their games. Notable players are Python, Lua, and Ruby. Each of these languages has advantages and disadvantages, but any of them can do the job. Game Programming with Python, Lua, and Ruby takes you on a tour and tutorial of each language, highlighting its strengths and weaknesses and offering you detailed examples of getting each language up and running and interfaced to your game and host languages, such as C/C++.

With Game Programming with Python, Lua, and Ruby , you won't spend a lot of time learning irrelevant materialinstead, you'll get just the information you need. Tom Gutschmidt delivers a non- biased view of each language and gets you up and running as soon as possible in each of the most popular scripting languages todayPython, Lua, and Ruby.

Sincerely,

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Andr LaMothe

Series Editor

[ LiB ]


Game Programming with Pyton, Lua and Ruby
Game Programming with Pyton, Lua and Ruby
ISBN: N/A
EAN: N/A
Year: 2005
Pages: 133

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