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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach

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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach Cover

 

Synopses & Reviews

Publisher Comments:

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.

 

Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.

 

Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on.

 

Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.

 

Coverage includes

  • Game time management, speed control, and ensuring consistency on diverse hardware
  • Essential 2D graphics techniques for modern mobile gaming
  • Vectors, matrices, and linear algebra for 3D games
  • 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions
  • Handling today’s wide array of digital and analog inputs
  • Sound systems including sound events, 3D audio, and digital signal processing
  • Fundamentals of game physics, including collision detection and numeric integration
  • Cameras: first-person, follow, spline, and more
  • Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning
  • User interfaces including menu systems and heads-up displays
  • Scripting and text-based data files: when, how, and where to use them
  • Basics of networked games including protocols and network topology

Synopsis:

Game Programming Algorithms and Techniques is a broad overview of many of the important algorithms and techniques used in video game programming. It features a unique framework-agnostic approach, so the material you learn is relevant regardless of the language or framework you choose to create your game. This approach makes the book applicable to any platform including PC, Mac, iOS, Android, and consoles.

 

The topics covered are reinforced with two full-game case studies: a 2D side-scroller for iOS (written in Objective-C using cocos2d) and a 3D tower defense game for PC/Mac (written in C# using XNA/MonoGame). These games demonstrate many of the algorithms and techniques covered throughout the book. Source code is available online.

 

While this book is written with a university game programming curriculum in mind, it is a useful text for experienced programmers interested in learning how to create games. Junior engineers in the video game industry should also find this book's broad coverage of topics valuable. By the end of this book, the reader will be able to program a 2D or 3D game in any framework of their choosing.

About the Author

Sanjay Madhav is a lecturer at the University of Southern California, where he teaches several courses in video game programming. Prior to joining USC, he worked at several game companies including Electronic Arts, Neversoft, and Pandemic Studios. Some of his credits include Medal of Honor: Pacific Assault, Tony Hawk's Project 8, Lord of the Rings: Conquest, and The Saboteur.

Table of Contents

Introduction

Chapter 1 Game Programming Overview

Chapter 2 2D Graphics

Chapter 3 Linear Algebra for Games

Chapter 4 3D Graphics

Chapter 5 Input

Chapter 6 Sound

Chapter 7 Physics

Chapter 8 Cameras

Chapter 9 Artificial Intelligence

Chapter 10 User Interfaces

Chapter 11 Scripting Languages

Chapter 12 Networked Games

Chapter 13 Side-Scroller for iOS

Chapter 14 Tower Defense for Xbox/PC

Chapter 15 First Person Shooter for PC

Appendix A Solutions

Appendix B Useful Tools for Game Programmers

Product Details

ISBN:
9780321940155
Author:
Madhav, Sanjay
Publisher:
Addison-Wesley Professional
Subject:
Software Engineering-Game Design
Subject:
Computer Graphics - Game Programming
Subject:
game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game programming for kids;
Subject:
game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game programming for kids;
Subject:
game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game programming for kids;
Subject:
game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game programming for kids;
Subject:
game algorithms; game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game progr
Subject:
game algorithms; game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game progr
Subject:
game algorithms; game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game progr
Subject:
game algorithms; game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game progr
Subject:
game algorithms; game development; game design; game simulation; game programming; beginning c++ through game programming; michael dawson; learn to program by making cool games; the lead project; game programming for teens; maneesh sethi; video game progr
Copyright:
Edition Description:
Trade paper
Series:
Game Design/Usability
Publication Date:
20131225
Binding:
TRADE PAPER
Language:
English
Pages:
352
Dimensions:
9 x 7 x 0.674 in 640 gr

Related Subjects

Computers and Internet » Software Engineering » Game Design
Reference » General
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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach New Trade Paper
0 stars - 0 reviews
$56.95 In Stock
Product details 352 pages Addison-Wesley Professional - English 9780321940155 Reviews:
"Synopsis" by ,

Game Programming Algorithms and Techniques is a broad overview of many of the important algorithms and techniques used in video game programming. It features a unique framework-agnostic approach, so the material you learn is relevant regardless of the language or framework you choose to create your game. This approach makes the book applicable to any platform including PC, Mac, iOS, Android, and consoles.

 

The topics covered are reinforced with two full-game case studies: a 2D side-scroller for iOS (written in Objective-C using cocos2d) and a 3D tower defense game for PC/Mac (written in C# using XNA/MonoGame). These games demonstrate many of the algorithms and techniques covered throughout the book. Source code is available online.

 

While this book is written with a university game programming curriculum in mind, it is a useful text for experienced programmers interested in learning how to create games. Junior engineers in the video game industry should also find this book's broad coverage of topics valuable. By the end of this book, the reader will be able to program a 2D or 3D game in any framework of their choosing.

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