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Game Programming in C++: Start to Finish (Game Development)

Game Programming in C++: Start to Finish (Game Development) Cover

ISBN13: 9781584504320
ISBN10: 1584504323
All Product Details

 

Synopses & Reviews

Publisher Comments:

Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

Book News Annotation:

Assuming familiarity with C/C++, this guide introduces the SDL and OpenGL libraries, objects, mathematics, graphics, sound effects, collision detection, networking, models, animation, and scripting techniques needed to create a computer game. A sample asteroid game runs throughout the book. The CD-ROM contains source code, free tools, and evaluation versions of Paint Shop Pro and 3D Studio Max.
Annotation ©2006 Book News, Inc., Portland, OR (booknews.com)

Book News Annotation:

Assuming familiarity with C/C++, this guide introduces the SDL and OpenGL libraries, objects, mathematics, graphics, sound effects, collision detection, networking, models, animation, and scripting techniques needed to create a computer game. A sample asteroid game runs throughout the book. The CD-ROM contains source code, free tools, and evaluation versions of Paint Shop Pro and 3D Studio Max. Annotation ©2006 Book News, Inc., Portland, OR (booknews.com)

Synopsis:

Written for hobbyists, beginning developers, and students, the text includes exercises to build a complete 3D asteroid game. A variety of tools are used throughout, including VisualStudio.NET and DirectX, Paintshop Pro*, 3ds Max(, and the Panda XFile exporter tool.

Synopsis:

Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

About the Author

Erik Yuzwa (Calgary, AB) has been a professional computer programmer for over seven years. He holds a Bachelor of Science in Computer Science. In 1995, he founded Wazoo Enterprises Inc. to pursue creating game programming related tutorials and articles. Concurrently, he holds a position at EnCana Corporation as a Web Systems Architect, where he uses his Java, ASP/Cold Fusion, C#/C++, and other programming skills to create real solutions with various clients. Since 2001, he has been teaching in the game development process at the University of Calgary Continuing Education.

Table of Contents

Acknowledgments Preface Chapter 1 Game Technologies Chapter 2 Design Fundamentals Chapter 3 Introduction to SDL and Windows Chapter 4 Introduction to the Peon Engine Chapter 5 Graphics Programming Mathematics Chapter 6 Creating an OpenGL Renderer Chapter 7 More OpenGL Techniques Chapter 8 Scene Geometry Management Chapter 9 Graphics Timebox Chapter 10 Working with Input Devices Chapter 11 Working With Sound Chapter 12 Input and Sound Timebox Chapter 13 Collision Detection and Physics Techniques Chapter 14 Introduction to Networking Chapter 15 Networking Timebox Chapter 16 Introduction to Models Chapter 17 Animation and Special Effects Chapter 18 Introduction to the OpenGL Shading Language (GLSL) Chapter 19 Introduction to Scripting Chapter 20 Polish Timebox Chapter 21 Finishing Tips and Tricks Appendix A Setting Up the SDL and the Compiler Appendix B Debugging Tools Appendix C ASCII Table Appendix D Windows Vista and OpenGL Appendix E About the CD-ROM Appendix F Further Resources Index

What Our Readers Are Saying

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Average customer rating based on 1 comment:

noori_75, July 22, 2007 (view all comments by noori_75)
I hope to learen game programing in c++ and direct x 9.0
therfor I needed this books
Was this comment helpful? | Yes | No
(5 of 13 readers found this comment helpful)

Product Details

ISBN:
9781584504320
Subtitle:
Start to Finish
Publisher:
Charles River Media
Author:
Yuzwa, Erik
Author:
Yuzwa, Erik (Erik Yuzwa)
Subject:
Programming Languages - C
Subject:
C (computer program language)
Subject:
Computer games
Subject:
Computer Graphics - Game Programming
Subject:
Video & Electronic
Subject:
Entertainment & General
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
Programming - Games
Subject:
Computer games -- Programming.
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games; arcade games; game Business models; Phantom; middleware makers; voice recognition; 3rd party developers; virtual team; compensation schemes; game budgets; online games; management; game production; game publishers; game development; licensed c
Subject:
C++ games
Subject:
arcade games
Subject:
game Business models
Subject:
Phantom
Subject:
middleware makers
Subject:
voice recognition
Subject:
3rd party developers
Subject:
virtual team
Subject:
compensation schemes
Subject:
game budgets
Subject:
online games
Subject:
Management
Subject:
game production
Subject:
game publishers
Subject:
game development
Subject:
licensed c
Subject:
voice recogni
Subject:
tion
Subject:
licensed content
Subject:
IP content
Subject:
game studios
Subject:
Asteroids
Subject:
game programming
Subject:
DirectX
Subject:
game technologies
Subject:
License agreements
Subject:
superasteriodarena
Subject:
doxygen
Subject:
innosetup
Subject:
Standard template library
Subject:
design fundamentals
Subject:
game design
Subject:
waterfall software design
Subject:
iterative software design
Subject:
Unified Modeling Language
Subject:
Visibility.
Subject:
software reusability
Subject:
anatomy of a gme
Subject:
design documentation
Subject:
demo
Subject:
registered features
Subject:
SDL
Subject:
Windows
Subject:
Opject Model
Subject:
peon engine
Subject:
graphics programming mathematics
Subject:
cartesian coordinate system
Subject:
fixed function geometry
Subject:
Vectors
Subject:
Matrices
Subject:
matrix stacks
Subject:
matrix multiplication
Subject:
camera orientation
Subject:
opengl renderer
Subject:
texture mapping
Subject:
rendering text
Subject:
openGL techniques
Subject:
vertex arrays
Subject:
aplha-blending
Subject:
multitexturing
Subject:
geometry management
Subject:
Software Engineering-Game Design
Copyright:
Edition Description:
Paperback
Series:
Charles River Media Game Development
Publication Date:
November 2005
Binding:
Paperback
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
400
Dimensions:
9.26x7.46x1.08 in. 1.89 lbs.

Related Subjects

Arts and Entertainment » Photography » Technique

Game Programming in C++: Start to Finish (Game Development)
0 stars - 0 reviews
$ In Stock
Product details 400 pages Delmar Thomson Learning - English 9781584504320 Reviews:
"Synopsis" by , Written for hobbyists, beginning developers, and students, the text includes exercises to build a complete 3D asteroid game. A variety of tools are used throughout, including VisualStudio.NET and DirectX, Paintshop Pro*, 3ds Max(, and the Panda XFile exporter tool.
"Synopsis" by , Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.
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