Table of content

  Table of Contents
Software Engineering and Computer Games
By Rudy Rucker
Publisher : Addison Wesley
Pub Date : December 17, 2002
ISBN : 0-201-76791-0
Pages : 544

    Pearson Education
    Part I:  Software Engineering and Computer Games
      Chapter 1.  Projects and games
      Section 1.1.  Features of a successful program
      Section 1.2.  Game design
      Section 1.3.  The Pop Framework
      Section 1.4.  Your project
      Review questions
      Chapter 2.  Basics of software engineering
      Section 2.1.  The Constraint Triangle
      Section 2.2.  Requirements and specifications
      Section 2.3.  The software engineering process
      Section 2.4.  The software lifecycle
      Section 2.5.  Managing your project
      Section 2.6.  Working in teams
      Section 2.7.  Giving a presentation
      Review questions
      Chapter 3.  The Pop Framework
      Section 3.1.  Object-oriented simulations
      Section 3.2.  Running and testing the Pop program
      Section 3.3.  The Pop source code
      Section 3.4.  The essential Pop classes
      Section 3.5.  UML class diagrams
      Section 3.6.  Using the Pop Framework
      Review questions
      Chapter 4.  Object-oriented software engineering
      Section 4.1.  OO is the way
      Section 4.2.  Object-oriented analysis
      Section 4.3.  Encapsulation, inheritance, and polymorphism
      Section 4.4.  Composition and delegation
      Section 4.5.  Principles for OO design
      Section 4.6.  The code interface
      Review questions
      Chapter 5.  Software design patterns
      Section 5.1.  Strategy
      Section 5.2.  Template Method
      Section 5.3.  Command
      Section 5.4.  Composite
      Section 5.5.  Singleton
      Section 5.6.  Bridge
      Section 5.7.  Document-View
      Review questions
      Chapter 6.  Animation
      Section 6.1.  The endless animation loop
      Section 6.2.  Processor-independent simulation speed
      Section 6.3.  The animation cascade
      Section 6.4.  Updating the views
      Review questions
      Chapter 7.  Simulating physics
      Section 7.1.  Parallelism
      Section 7.2.  The laws of motion
      Section 7.3.  Force and acceleration
      Section 7.4.  Implementing forces
      Section 7.5.  Preserving your physics
      Review questions
      Chapter 8.  Critters
      Section 8.1.  Kinds of critters
      Section 8.2.  Overview of the critter class fields
      Section 8.3.  Critter methods
      Section 8.4.  Critter method overrides
      Section 8.5.  The full cCritter prototype
      Review questions
      Chapter 9.  Sprites
      Section 9.1.  Kinds of sprite
      Section 9.2.  The cSprite class
      Section 9.3.  Polygons
      Section 9.4.  Composite sprites
      Section 9.5.  The cSpriteIcon class
      Section 9.6.  cSpriteLoop and cSpriteDirectional
      Review questions
      Chapter 10.  Games
      Section 10.1.  The cGame class
      Section 10.2.  The game's timestep cycle
      Section 10.3.  The virtual methods of cGame
      Section 10.4.  Arrays of critters: the cBiota class
      Review questions
      Chapter 11.  Collisions
      Section 11.1.  The critter Collide method
      Section 11.2.  Collision-handling
      Section 11.3.  Colliding spheres
      Section 11.4.  Colliding walls
      Review questions
      Chapter 12.  Listeners
      Section 12.1.  How the critters listen to the user input
      Section 12.2.  The listeners
      Section 12.3.  Shooting with the listeners
      Section 12.4.  Viewer listeners
      Section 12.5.  How a listener initializes its owner critter
      Review questions
      Chapter 13.  Shooters and bullets
      Section 13.1.  High-level design for cCritterArmed and cCritterBullet
      Section 13.2.  The cCritterArmed
      Section 13.3.  The cCritterBullet
      Section 13.4.  damage and draw
      Section 13.5.  Armed players and armed robots
      Section 13.6.  The two-way cCritterArmed/cCritterBullet association
      Review questions
      Chapter 14.  2D shooting games
      Section 14.1.  The Spacewar game
      Section 14.2.  The 2D Game Stub
      Section 14.3.  The Worms game
      Chapter 15.  3D shooting games
      Section 15.1.  The Defender3D specification and design
      Section 15.2.  The Defender3D code
      Chapter 16.  Sports games
      Section 16.1.  The Airhockey game
      Chapter 17.  Selection games
      Section 17.1.  PickNPop specification and design
      Section 17.2.  The PickNPop implementation
      Section 17.3.  Other selection games
      Chapter 18.  Interesting worlds
      The Ballworld side- scroller game
      Section 18.2.  Games with walls
      Section 18.3.  Sniffing a trail
      Chapter 19.  More ideas for games
      Section 19.1.  Commercial games
      Section 19.2.  The Pop Framework games hall of fame
    Part II:  Software Engineering and Computer Games Reference
      Chapter 20.  Using Microsoft Visual Studio
      Section 20.1.  Navigating with Windows Explorer
      Section 20.2.  Which version?
      Section 20.3.  The Visual Studio user interface
      Section 20.4.  The Visual Studio help files
      Section 20.5.  Correcting compiler and linker errors
      Section 20.6.  Release and Debug builds
      Section 20.7.  Use MFC in static library or use MFC in shared DLL?
      Section 20.8.  Cleanup
      Section 20.9.  Building blocks of a complete program
      Section 20.10.  Profiling with Visual Studio, Version 6.0
      Chapter 21.  Tools for software engineering
      Section 21.1.  File names and directory structure
      Section 21.2.  Using the Visual Studio debugger
      Section 21.3.  Windiff and merging code
      Section 21.4.  Counting lines of code
      Section 21.5.  Help files without tears
      Chapter 22.  Topics in C++
      Section 22.1.  Classes, objects and constructors
      Section 22.2.  Implicit arguments
      Section 22.3.  Defining a new class
      Section 22.4.  Destructors
      Section 22.5.  The const function declaration
      Section 22.6.  Pass by reference
      Section 22.7.  Instance members and reference members
      Section 22.8.  Parent and child class data
      Section 22.9.  Parent and child constructors and destructors
      Section 22.10.  Virtual methods
      Section 22.11.  Polymorphism
      Section 22.12.  Runtime class information
      Section 22.13.  The scope resolution operator and global functions
      Section 22.14.  Name -mangling
      Section 22.15.  Preprocessor directives
      Section 22.16.  Resizable arrays
      Section 22.17.  Real numbers
      Section 22.18.  A randomizer module
      Chapter 23.  Programming Windows with MFC
      Section 23.1.  Some Windows data structures
      Section 23.2.  MFC utility classes
      Section 23.3.  The MFC application framework
      Section 23.4.  Naming conventions
      Section 23.5.  MFC classes are shallow wrappers
      Section 23.6.  Navigating app, doc, and view
      Section 23.7.  Levels of Windows
      Section 23.8.  The MFC program flow
      Section 23.9.  Adjusting the program appearance
      Section 23.10.  The multiple document interface layouts
      Section 23.11.  Splitter views
      Section 23.12.  Portable classes
      Chapter 24.  2D and 3D graphics
      Section 24.1.  Vectors and matrices
      Section 24.2.  The graphics pipeline
      Section 24.3.  Matrices in graphics
      Section 24.4.  Graphics in the Pop Framework
      Chapter 25.  Windows graphics
      Section 25.1.  The Windows sandwich
      Section 25.2.  A CDC is like a cranky six-legged ant
      Section 25.3.  Persistent display
      Section 25.4.  Converting real coordinates to pixel positions
      Section 25.5.  A memory-based device context
      Chapter 26.  OpenGL graphics
      Section 26.1.  Linking to OpenGL
      Section 26.2.  The OpenGL state machine
      Section 26.3.  Generic OpenGL code
      Section 26.4.  OpenGL code in Windows
      Section 26.5.  OpenGL in the Pop Framework
      Chapter 27.  Menus and toolbars
      Section 27.1.  Adding menu selections
      Section 27.2.  Toolbar buttons
      Section 27.3.  Accelerator keys
      Section 27.4.  Writing to the status bar
      Chapter 28.  Mouse, cursors , and keyboard
      Section 28.1.  Mouse messages
      Section 28.2.  Cursor tools
      Section 28.3.  The mouse wheel
      Section 28.4.  Focus and autofocus
      Section 28.5.  The keyboard
      Chapter 29.  Serialization
      Section 29.1.  Serialization summary
      Section 29.2.  Serialization in the Pop Framework
      Section 29.3.  Serialize , operator<< , and operator>>
      Section 29.4.  Serializing an array of pointers
      Section 29.5.  Serializing pointers
      Section 29.6.  The cCritter serialize
      Section 29.7.  Serializing child classes
      Section 29.8.  Serializing a CRuntimeClass
      Section 29.9.  Serializing the view and version
      Chapter 30.  Sound
      Section 30.1.  Adding sound to your program
      Section 30.2.  Adding libraries to your project file
      Section 30.3.  An application-wide mute variable
      Chapter 31.  Bitmaps
      Section 31.1.  Bitmaps
      Section 31.2.  Using a background bitmap
      Section 31.3.  Transparent bitmaps
    Appendix A.  The Windows keycodes
    Appendix B.  The Pop help file
      About the Pop program
      Updates per second
      Keyboard and mouse controls
      The cursor tools
      The menu controls
      The toolbar controls
      The status bar
      Using the menu and toolbar controls
      The motion smoothness dialog
      Accelerator keys
      Contact information
    Appendix C.  Summary of the controls for Visual Studio

Software Engineering and Computer Games
Software Engineering and Computer Games
Year: 2002
Pages: 272 © 2008-2017.
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