|Table of Contents|
|Software Engineering and Computer Games|
|By Rudy Rucker|
|Publisher||: Addison Wesley|
|Pub Date||: December 17, 2002|
"This book should be a requirement of anyone that wants to write games-period"-Andre Lamothe, author and CEO of Xtreme Games
Software Engineering and Computer Games was written with four broad goals:
To teach a lively style of object-oriented software engineering.
To show how to bring a complete program to the level of a commercial release.
To provide a "game engine" framework of linked classes for game development.
To help students create computer games that are interactive, rapidly executing, and visually beautiful.
It uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to make use of them in the design process.The book covers nine topics:
Basic software engineering principles and techniques
How to organize and complete a substantial software project.
Practical examples of object-oriented design and programming.
The design of computer games.
Simulating physics inside our computer-generated worlds .
Artificial life, or how to simulate live creatures inside a computer program.
How to use two and three-dimensional computer graphics.
Windows programming with the Microsoft Foundation Classes, or MFC.
How to develop a project using Microsoft Visual Studio (Either Version 6.0 or .NET)