Game Architecture And Programming

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9788126528875: Game Architecture And Programming

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Radha Shankarmani Et Al
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Al, Radha Shankarmani Et
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Radha Shankarmani
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Book Description Wiley India Pvt. Ltd., 2011. Paperback. Book Condition: New. Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience. It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine. Contents:- Part A Game Architecture 1. Core Game Design 1.1 Introduction 1.2 Game design principles 1.3 Game design process 1.4 Build the concept 1.5 Creating the game specification 1.6 Gameplay in detail 1.7 Gameplay specification Summary Key Terms and Concepts Review Questions Assignment 2. Initial Design 2.1 Introduction 2.2 Game and hardware abstraction 2.3 The problem domain 2.4 Tiers of game architecture 2.5 Tokenization Summary Key Terms and Concepts Review Questions Assignments 3. Technical Aspects of Game Design 3.1 Introduction 3.2 The state of the art 3.3 Blue-Sky research 3.4 Reinventing the wheel 3.5 Use of object technology Summary Key Terms and Concepts Review Questions Assignments 4. Building Blocks 4.1 Introduction 4.2 Game development issues 4.3 Core groups in soft ware factory and their interactions 4.4 Reusability in soft ware Summary Key Terms and Concepts Review Questions Assignment 5. Initial Architecture Design 5.1 Introduction 5.2 Architectural styles 5.3 The tier system 5.4 Architecture design 5.5 Applying tier-based approach to architecture design Summary Key Terms and Concepts Review Questions Assignments 6. Development 6.1 Introduction 6.2 The development process 6.3 Code quality 6.4 Coding priorities 6.5 Debugging and module completion 6.6 The seven golden principles of effective design 6.7 Five important aspects in game development 6.8 The three lead balloons Summary Key Terms and Concepts Review Questions Assignments Programming Assignments Part B Game Programming 7. Technologies 7.1 Introduction 7.2 Deviation from normal programming 7.3 Available game platforms 7.4 Game display technologies 7.5 DirectX and OpenGL 7.6 Tools for game development 7.7 Display systems 7.8 Game engines 7.9 User interface 7.10 Resource caching 7.11 The main loop Summary Key Terms and Concepts Review Questions 8. Design Practices 8.1 Introduction 8.2 Some standard design practices in game development 8.3 Memory and its types 8.4 Optimizing memory access 8.5 Memory alignment 8.6 Virtual memory 8.7 Memory-mapped files 8.8 Naked and smart pointers 8.9 Game scripting languages Summary Key Terms and Concepts Review Questions Programming Assignment 9. Building Your Game 9.1 Introduction 9.2 Deciding on project directory structure 9.3 Creating a project in visual studio 9.4 Setting up Visual Studio build options 9.5 Source control 9.6 Popular source control soft wares 9.7 Source control best practices 9.8 Game build process Summary Key Terms and Concepts Review Questions 10. User Interface Programming and Input Devices 10.1 Introduction 10.2 Getting the device state 10.3 Recommended practices while working with the mouse 10.4 Working with the keyboard 10.5 User interface components 10.6 More control properties Summary Key Terms and Concepts Review Questions Programming Assignment 11. 2D Drawing and DirectX 11.1 Introduction 11.2 Setting up Visual Studio to work with DirectX 11.3 Graphics hardware 11.4 2D drawing using DirectX 11.5 2D drawing concepts 11.6 Sprites 11.7 Graphic file formats 11.8 Differences in storage of 16-bit color information Summary Key Terms and Concepts Review Questions Programming Assignments 12. Initializatio Printed Pages: 280. Bookseller Inventory # 12917

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Radha Shankarmani, Saurabh Jain & Gaurang Sinha
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Book Description Softcover. Book Condition: New. 1st edition. Brand NEW, Paperback International Edition. Black & White or color, Cover and ISBN may be different but similar contents as US editions. Standard delivery takes 5-9 business days by USPS with tracking number. Choose expedited shipping for superfast delivery 2-4 business days by DHL/FEDEX. We also ship to PO Box addresses but by Standard delivery. International Edition Textbooks may bear a label -Not for sale in the U.S. or Canada- etc. printed only to discourage U.S. students from obtaining an affordable copy. Legal to use despite any disclaimer on cover as per US court. No access code or CD included unless specified. In some instances, the international textbooks may have different exercises at the end of the chapters. Printed in English. We may ship the books from multiple warehouses across the globe, including India depending upon the availability of inventory storage. 100% Customer satisfaction guaranteed! Please feel free to contact us for any queries. Bookseller Inventory # LPBDIN41440013

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Radha Shankarmani, Saurabh Jain & Gaurang Sinha
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Book Description Softcover. Book Condition: New. 1st edition. Brand NEW, Paperback International Edition. Black & White or color, Cover and ISBN may be different but similar contents as US editions. Standard delivery takes 5-9 business days by USPS with tracking number. Choose expedited shipping for superfast delivery 2-4 business days by DHL/FEDEX. We also ship to PO Box addresses but by Standard delivery. International Edition Textbooks may bear a label -Not for sale in the U.S. or Canada- etc. printed only to discourage U.S. students from obtaining an affordable copy. Legal to use despite any disclaimer on cover as per US court. No access code or CD included unless specified. In some instances, the international textbooks may have different exercises at the end of the chapters. Printed in English. We may ship the books from multiple warehouses across the globe, including India depending upon the availability of inventory storage. 100% Customer satisfaction guaranteed! Please feel free to contact us for any queries. Bookseller Inventory # LPBD31440013

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Book Description Wiley India Pvt. Ltd., 2011. Paperback. Book Condition: New. Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience. It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine. Contents:- Part A Game Architecture 1. Core Game Design 1.1 Introduction 1.2 Game design principles 1.3 Game design process 1.4 Build the concept 1.5 Creating the game specification 1.6 Gameplay in detail 1.7 Gameplay specification Summary Key Terms and Concepts Review Questions Assignment 2. Initial Design 2.1 Introduction 2.2 Game and hardware abstraction 2.3 The problem domain 2.4 Tiers of game architecture 2.5 Tokenization Summary Key Terms and Concepts Review Questions Assignments 3. Technical Aspects of Game Design 3.1 Introduction 3.2 The state of the art 3.3 Blue-Sky research 3.4 Reinventing the wheel 3.5 Use of object technology Summary Key Terms and Concepts Review Questions Assignments 4. Building Blocks 4.1 Introduction 4.2 Game development issues 4.3 Core groups in soft ware factory and their interactions 4.4 Reusability in soft ware Summary Key Terms and Concepts Review Questions Assignment 5. Initial Architecture Design 5.1 Introduction 5.2 Architectural styles 5.3 The tier system 5.4 Architecture design 5.5 Applying tier-based approach to architecture design Summary Key Terms and Concepts Review Questions Assignments 6. Development 6.1 Introduction 6.2 The development process 6.3 Code quality 6.4 Coding priorities 6.5 Debugging and module completion 6.6 The seven golden principles of effective design 6.7 Five important aspects in game development 6.8 The three lead balloons Summary Key Terms and Concepts Review Questions Assignments Programming Assignments Part B Game Programming 7. Technologies 7.1 Introduction 7.2 Deviation from normal programming 7.3 Available game platforms 7.4 Game display technologies 7.5 DirectX and OpenGL 7.6 Tools for game development 7.7 Display systems 7.8 Game engines 7.9 User interface 7.10 Resource caching 7.11 The main loop Summary Key Terms and Concepts Review Questions 8. Design Practices 8.1 Introduction 8.2 Some standard design practices in game development 8.3 Memory and its types 8.4 Optimizing memory access 8.5 Memory alignment 8.6 Virtual memory 8.7 Memory-mapped files 8.8 Naked and smart pointers 8.9 Game scripting languages Summary Key Terms and Concepts Review Questions Programming Assignment 9. Building Your Game 9.1 Introduction 9.2 Deciding on project directory structure 9.3 Creating a project in visual studio 9.4 Setting up Visual Studio build options 9.5 Source control 9.6 Popular source control soft wares 9.7 Source control best practices 9.8 Game build process Summary Key Terms and Concepts Review Questions 10. User Interface Programming and Input Devices 10.1 Introduction 10.2 Getting the device state 10.3 Recommended practices while working with the mouse 10.4 Working with the keyboard 10.5 User interface components 10.6 More control properties Summary Key Terms and Concepts Review Questions Programming Assignment 11. 2D Drawing and DirectX 11.1 Introduction 11.2 Setting up Visual Studio to work with DirectX 11.3 Graphics hardware 11.4 2D drawing using DirectX 11.5 2D drawing concepts 11.6 Sprites 11.7 Graphic file formats 11.8 Differences in storage of 16-bit color information Summary Key Terms and Concepts Review Questions Programming Assignments 12. Initializatio Printed Pages: 280. Bookseller Inventory # 12917

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Book Description Paper Back. Book Condition: New. Verify ISBN for International Edition, Year of Publication 2016 8126528877. Bookseller Inventory # 350110

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Book Description Wiley India. PAPERBACK. Book Condition: New. 8126528877 New Book.Internaional edition. Please allow us 4-14 Business days to arrive. Bookseller Inventory # RDA-DHA25-9788126528875

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Book Description Wiley India, 2016. Book Condition: New. Dust Jacket Condition: no dj. This book is Indian reprint Edition, printed in black and white pages, contents are same as US Edition books, Fast Delivery through DHL/FedEx Express with tracking nos. Bookseller Inventory # PR 9788126528875

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Book Description Wiley India, 2013. Soft cover. Book Condition: New. 2nd Edition. Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience. It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine. Bookseller Inventory # 96996a

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