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    Game Coding Complete (Paperback) By (author) Mike McShaffry

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    DescriptionWelcome to Game Coding Complete, Fourth Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book. This updated fourth edition uses the latest versions of DirectX and Visual Studio, and it includes expanded chapter coverage of game actors, AI, shader programming, LUA scripting, the C# editor, and other important updates to every chapter. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice.


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  • Full bibliographic data for Game Coding Complete

    Title
    Game Coding Complete
    Authors and contributors
    By (author) Mike McShaffry
    Physical properties
    Format: Paperback
    Number of pages: 940
    Width: 189 mm
    Height: 246 mm
    Thickness: 20 mm
    Weight: 1,542 g
    Language
    English
    ISBN
    ISBN 13: 9781133776574
    ISBN 10: 1133776574
    Classifications

    BIC E4L: COM
    B&T Book Type: NF
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Subject Development: 20
    BIC subject category V2: UDX
    LC subject heading:
    B&T Modifier: Academic Level: 03
    B&T General Subject: 229
    B&T Modifier: Text Format: 01
    B&T Merchandise Category: COM
    Warengruppen-Systematik des deutschen Buchhandels: 26320
    B&T Approval Code: A93600300
    BISAC V2.8: GAM013000
    Ingram Subject Code: XJ
    DC22: 794.8
    Nielsen BookScan Product Class 3: S10.9
    LC subject heading:
    BIC subject category V2: UMK
    B&T Approval Code: A09709300
    Libri: I-XJ
    DC22: 794.81
    BISAC V2.8: COM012040
    LC subject heading: ,
    DC23: 794.81526
    LC classification: QA76.76.C672 M395 2013
    Ingram Theme: ASPT/SCITAS
    Edition
    4, Revised
    Edition statement
    4th Revised edition
    Publisher
    Cengage Learning, Inc
    Imprint name
    Delmar Cengage Learning
    Publication date
    19 March 2012
    Publication City/Country
    Clifton Park
    Author Information
    Mike McShaffry, aka "Mr. Mike," began programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, aka "Lord British," at Origin Systems on Martian Dreams, Ultima VII: The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Seven years later he formed his first company, Tornado Alley. Mike later accepted a position at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten months later, Monty asked Mike and his newly assembled team to start their own company, called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the Head of Studio, and together with the rest of the Compulsive folks, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eye's growing online casual games business. Mike was later recruited to start an Austin studio for Maryland-based Breakaway Games. Mike is currently self-employed, helping teams build a positive, creative and energetic environment so they can do what they do best--make great games.
    Review quote
    PART I: GAME PROGRAMMING FUNDAMENTALS. 1. What is Game Programming Really Like?. 2. What's in a Game?. 3. Coding Tidbits and Style That Will Save You. 4. Building Your Game. PART II: GET YOUR GAME RUNNING. 5. Game Initialization and Shutdown. 6. Controlling the Main Loop. 7. Loading and Caching Game Data. 8. Programming Input Devices. 9. User Interface Programming. PART III: CORE GAME TECHNIQUES. 10. Game Event Management. 11. Scripting with Lua. 12. Game Audio. 13. 3D Basics. 14. 3D Scenes. 15. Collision and Simple Physics. 16. Network Programming Primer. PART IV: ADVANCED TOPICS AND BRINGING IT ALL TOGETHER. 17. An Introduction to Game AI. 18. Introduction to Multiprogramming. 19. A Game of Teapot Wars!. 20. A Simple Game Editor in C#. 21. Debugging Your Game. 22. Driving to the Finish.
    Table of contents
    PART I: GAME PROGRAMMING FUNDAMENTALS. 1. What is Game Programming Really Like?. 2. What's in a Game?. 3. Coding Tidbits and Style That Will Save You. 4. Building Your Game. PART II: GET YOUR GAME RUNNING. 5. Game Initialization and Shutdown. 6. Controlling the Main Loop. 7. Loading and Caching Game Data. 8. Programming Input Devices. 9. User Interface Programming. PART III: CORE GAME TECHNIQUES. 10. Game Event Management. 11. Scripting with Lua. 12. Game Audio. 13. 3D Basics. 14. 3D Scenes. 15. Collision and Simple Physics. 16. Network Programming Primer. PART IV: ADVANCED TOPICS AND BRINGING IT ALL TOGETHER. 17. An Introduction to Game AI. 18. Introduction to Multiprogramming. 19. A Game of Teapot Wars!. 20. A Simple Game Editor in C#. 21. Debugging Your Game. 22. Driving to the Finish.