Casanova Matt (17 results)

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  • Language: English

    Published by Marvel Enterprises, 2012

    0785148647 / 9780785148647

    Series: Book 3 of 3 - Casanova

    • Softcover

    Seller: Russell Books, Victoria, BC, CanadaRussell Books

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    Condition: Used - Very good

    US$ 9.99

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    Condition: Very Good.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: ThriftBooks-Dallas, Dallas, TX, U.S.A.ThriftBooks-Dallas

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    Paperback. Condition: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: California Books, Miami, FL, U.S.A.California Books

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  • Language: English

    Published by 4/25/2017, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: BargainBookStores, Grand Rapids, MI, U.S.A.BargainBookStores

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    US$ 50.42

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    Condition: New. Game Development Patterns and Best Practices (Paperback or Softback).

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    Condition: As New. Unread book in perfect condition.

  • Language: English

    Published by Packt Publishing Limited, GB, 2023

    1787127834 / 9781787127838

    • Softcover

    Seller: Rarewaves.com USA, London, LONDO, United KingdomRarewaves.com USA

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    US$ 58.91

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    Digital. Condition: New. Utilize proven solutions to solve common problems in game developmentAbout This Book. Untangle your game development workflow, make cleaner code, and create structurally solid games. Implement key programming patterns that will enable you to make efficient AI and remove duplication. Optimize your game using memory management techniquesWho This Book Is ForIf you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed.What You Will Learn. Learn what design patterns are and why you would want to use them. Reduce the maintenance burden with well-tested, cleaner code. Employ the singleton pattern effectively to reduce your compiler workload. Use the factory pattern to help you create different objects with the same creation logic and reduce coding time. Improve game performance with Object Pools. Allow game play to interact with physics or graphics in an abstract way. Refractor your code to remove common code smellsIn DetailYou've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about.You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable.To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.Style and approachThis book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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    Condition: New. In English.

  • Language: English

    Published by Packt Publishing 2017-04-27, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: Chiron Media, Wallingford, United KingdomChiron Media

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    US$ 47.57

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    Paperback. Condition: New.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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    US$ 51.00

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  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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    Condition: Used - As new

    US$ 56.47

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    Condition: As New. Unread book in perfect condition.

  • Language: English

    Published by Packt Publishing, Limited, 2017

    1787127834 / 9781787127838

    • Softcover

    Seller: Books Puddle, New York, NY, U.S.A.Books Puddle

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    Condition: New

    US$ 72.26

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    Condition: New. pp. 454.

  • Language: English

    Published by Packt Publishing Limited, GB, 2023

    1787127834 / 9781787127838

    • Softcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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    Condition: New

    US$ 57.82

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    Digital. Condition: New. Utilize proven solutions to solve common problems in game developmentAbout This Book. Untangle your game development workflow, make cleaner code, and create structurally solid games. Implement key programming patterns that will enable you to make efficient AI and remove duplication. Optimize your game using memory management techniquesWho This Book Is ForIf you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed.What You Will Learn. Learn what design patterns are and why you would want to use them. Reduce the maintenance burden with well-tested, cleaner code. Employ the singleton pattern effectively to reduce your compiler workload. Use the factory pattern to help you create different objects with the same creation logic and reduce coding time. Improve game performance with Object Pools. Allow game play to interact with physics or graphics in an abstract way. Refractor your code to remove common code smellsIn DetailYou've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about.You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable.To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices.Style and approachThis book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

  • Language: English

    Published by Packt Publishing, Limited, 2017

    1787127834 / 9781787127838

    • Softcover
    • Print on Demand

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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    Condition: New

    US$ 67.91

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    Condition: New. Print on Demand pp. 454.

  • Language: English

    Published by Packt Publishing, Limited, 2017

    1787127834 / 9781787127838

    • Softcover
    • Print on Demand

    Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios

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    US$ 71.60

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    Condition: New. PRINT ON DEMAND pp. 454.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover
    • Print on Demand

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    US$ 84.36

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    Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering.

  • Language: English

    Published by Packt Publishing, 2017

    1787127834 / 9781787127838

    • Softcover
    • Print on Demand

    Seller: moluna, Greven, Germanymoluna

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    US$ 62.83

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    Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. &Uumlber den AutorrnrnJohn P. Doran is a passionate and seasoned technical game designer, software engineer, and author who is currently based in Songdo, South Korea. His passion for game development began at an early age.For over a decade, Joh.