A Gentle Introduction to Game Programming

A Gentle Introduction to Game Programming

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For junior/senior/graduate-level courses in Programming for Digital Media, 2D Graphics Programming, and 3D Graphics Programming in departments of Information Technology and Computer Science.This text seeks to introduce students to the theory of game programming by exploring the entire concept of creating a game engine-from the core code to AI and physics, to modeling and asset creation, as well as interaction and playability. Students will start with simple games that gradually increase in complexity so they can see progress, yet be drawn into the excitement of the field by producing working titles early on. A Gentle Introduction to Game Programming emphasizes the blend of artistic and technical talent that goes into producing products of the highest quality, and offers an overview of the entire workflow of a typical game production house.show more

Product details

  • Paperback | 500 pages
  • 178 x 235mm
  • Pearson Education (US)
  • Pearson
  • United States
  • English
  • 0130081930
  • 9780130081933

Table of contents

I. INTRODUCTION. 1. Dissection of a Game. 2. Games as a Social Construct. II. SIMPLE GAMES ARE NOT SO SIMPLE. 3. The Beginning of the World. 4. Growing a Third Dimension (Almost). 5. Things that Think. 6. Growing a Third Dimension. III. EXTENDING OUR GAMES ONLINE. 7. Clients and Servers. 8. Online Gaming. 9. Online Gaming as Culture. IV. WHEN SIMPLE GAMES ARE NOT ENOUGH. 10. Graphics and Performance. 11. A Third Dimension Grows Up (Almost). 12. A Third Dimension Grows Up. V. REFERENCE MATERIAL. Appendix A: Director Lingo Syntax. Appendix B: Java Syntax. Appendix C: C++/Direct X Syntax. Appendix D: Generally Useful Game Math. Appendix E: Formal Algorithms.show more