Flylib.com
Game Coding Complete
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
Table of Contents
BackCover
Game Coding Complete
Foreword
Introduction
What You Should Know Before You Knock on My Door
Source Code and Coding Standards
How This Book Is Organized
Part I: Game Programming Fundamentals
Chapter 1: Game Programming is Wacky Because...
The Good
The Bad
The Ugly
It s All Worth It, Right?
Chapter 2: What s in a Game?
Mixing 2D and 3D Technologies
Do I Have to Use DirectX?
User Interface Code
Resource Caching
The Main Loop
Other Bits and Pieces
Chapter 3: Dumb Stuff all Game Programmers Should Know
Design Practices You Shouldn t Live Without
Smart Pointers and Naked Pointers
Using Memory Correctly
Game Scripting Languages
Mike s Grab Bag of Useful Stuff
Well, That Wasn t So Dumb
Part II: Get Your Game Running
Chapter 4: Building Your Game
A Little Motivation
Creating a Project
Source Code Repositories and Version Control
Building the Game: A Black Art?
Creating Build Scripts
Multiple Projects and Shared Code
Some Parting Advice
Chapter 5: User Interface Programming and Input Devices
Getting the Device State
Working with the Mouse (and Joystick)
Working with the Keyboard
User Interface Components
More Control Properties
Some Final User Interface Tips
Chapter 6: 2D Stuff Every Game Programmer Should Know
2D Drawing and DirectX
Basic 2D Drawing Concepts
Drawing Text
Working with Sprites
Graphics Files Formats
Conclusion
Chapter 7: Initialization and the Main Loop
Initialization 101
Some C Initialization Pitfalls
Initializing Your Game
The Main Loop
Stick the Landing: A Nice Clean Exit
Can I Make a Game Yet?
Chapter 8: Loading and Caching Game Resources
Art and Sound Formats
Resource Files
Data Compression
iPac: A Resource File Builder
The Resource Cache
World Design and Cache Prediction
I m Out of Cache
Part III: Building Out Your Games
Chapter 9: 3D Graphics all Game Programmers Must Master
Your DirectX 9 Playground
3D Math 101
Enough Math - Please Stop
3D Graphics - It s That Simple
Chapter 10: 3D Engines
Using a Scene Graph
What s Missing?
3D Middleware Review
Rolling Your Own 3D Engine
Physics Engines
Still Hungry?
Chapter 11: Special Considerations for Developing Windows Games
What About Microsoft Foundation Classes (MFC)?
Windowed Mode and Full-screen Mode
Operating System Specific Stuff
Designed for Windows Logo Program
Conclusion
Chapter 12: Debugging Your Game
The Art of Handling Failure
Debugging Basics
Debugging Techniques
Different Kinds of Bugs
Parting Thoughts
Part IV: Professional Game Production
Chapter 13: The Art of Scheduling
Good Schedules, Bad Schedules
The Key to All Schedules: Milestones
Things to Know Before Scheduling Begins
Creating the Schedule
Getting It Right
Chapter 14: Everything (You Hate) to Know About Testing
Test Plans
Scheduling Testing
Automated Testing
The Bug Database
Which Bugs Get Fixed?
Statistical Analysis of Your Bug Database
The Testing Team
The Public Beta
A Final Word
Chapter 15: Driving to the Finish
Finishing Issues
Dealing with Big Trouble
The Light - It s Not a Train After All
Index
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
List of Figures
List of Tables
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139
Authors:
Mike McShaffry
BUY ON AMAZON
CISSP Exam Cram 2
Equipment Life Cycle
Honeypots
Security Models of Control
Answers to Exam Prep Questions
Cryptographic Basics
Strategies for Information Technology Governance
Structures, Processes and Relational Mechanisms for IT Governance
An Emerging Strategy for E-Business IT Governance
Assessing Business-IT Alignment Maturity
Technical Issues Related to IT Governance Tactics: Product Metrics, Measurements and Process Control
Governing Information Technology Through COBIT
High-Speed Signal Propagation[c] Advanced Black Magic
Impedance of Linear, Time-Invariant, Lumped-Element Circuits
Ideal Transmission Line
Dielectric Loss Region
Linear Equalization: Long Backplane Trace Example
Pcb Connectors
Service-Oriented Architecture (SOA): Concepts, Technology, and Design
How case studies are used
Correlation
Service layer abstraction
Orchestration service layer
WSDL language basics
Wireless Hacks: Tips & Tools for Building, Extending, and Securing Your Network
Hack 1. Set Up Bluetooth on Linux
Hack 72. Run Your Mac as an Access Point
Hack 78. Advertise Bonjour Services in Linux
Hack 95. Build a Wireless Network for the Large House
Hack 99. Slow Down to Speed Up
Understanding Digital Signal Processing (2nd Edition)
SAMPLING LOW-PASS SIGNALS
CONVOLUTION IN FIR FILTERS
COMPLEX DOWN-CONVERSION
REDUCING A/D CONVERTER QUANTIZATION NOISE
REFERENCES
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies