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kelly charles - programming 2d games

Programming 2D Games




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 07/2012
Edizione: 1° edizione





Note Editore

A First Course in Game ProgrammingMost of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D GamesThe text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.




Sommario

Getting Started Overview The Development Environment What Is DirectX? Why C++?Naming ConventionsGame Engine Tips and Tools Windows Programming Fundamentals Windows Programming Fundamentals "Hello World" Windows Style Device Context Keyboard Input with Windows API Using a Mutex to Prevent Multiple InstancesMultitasking inWindows Introduction to DirectX Introduction to DirectX Initializing DirectX Creating a Device Clearing a Display Buffer Page Flipping A Clean Exit The Graphics Class Our First DirectX Program Fullscreen or Windowed Debug vs. Retail DLLs Determining Device Capabilities The Game Engine The Game Engine, Part 1 The Game Class The Input Class The Spacewar Class Sprites and Animation Obtaining Game GraphicsThe Graphics Pipeline Drawing with Transparency The TextureManager Class The Image Class Game Engine Simple Animation Collisions and Entities Vectors Collisions The Entity Class Physics for 2D Games Sound Obtaining Audio Files Creating Audio Files Using XACT Adding Audio to the Game EngineAddingSoundto the GameAdjusting Audio Playback TextSprite Text Creating Custom FontsText Class DetailsDirectX Text TextDX Class DetailsAdding an FPS DisplayAdding a Console Console ClassIncorporating the Console into the Game Engine Enhanced Appearance Bitmap Scrolling Painter's Algorithm Parallax ScrollingShadows and ReflectionsMessage DialogInput DialogWindows Dialogs in Fullscreen DirectX ApplicationsDashboard Tiled Games Why Tiled? Creating a Tile Set Creating LevelsDisplaying the TilesOrthogonal Projection Oblique ProjectionIsometric ProjectionIsometric TerrainElevation Layers Building a Complete Game Evolutionary PrototypingProject Management Design DocumentPrototype TexturesSpacewar TasksSpacewar v1.0 Saving and Loading Network Programming Network Overview The Net Class Initialize the Network Creating a Server Creating a Client Get the Local IP Address Sending Receiving Closing a Socket Get Error Client/Server Chat Client/Server Spacewar Spacewar Server Spacewar Client The Journey Index Questions and Exercises appear at the end of each chapter.




Autore

Charles Kelly is an associate professor at Monroe County Community College, where he teaches game programming and other computer science courses. He is also the project lead of and major contributor to the open source assembler/simulator "EASy68K." He earned a master’s degree in computer science from the University of Michigan-Dearborn, where he is also an adjunct instructor.










Altre Informazioni

ISBN:

9781466508682

Condizione: Nuovo
Dimensioni: 9.25 x 7.5 in Ø 2.10 lb
Formato: Copertina rigida
Pagine Arabe: 438


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