Synopses & Reviews
With many of today's games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines. In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.
The first book to teach game programmers how to develop game code that works identically on all machines. Includes a CD-ROM that provides sample code and useful programming tools for memory management, overcoming compiler limitations, and file formats/serialization.
About the Author
Steven Goodwin (London, England) has been in the game industry for more than 12
years, progressing from Windows programmer to lead and management roles on
console platforms such as the PS2, GameCube, and Xbox. During his time, he
was responsible for five titles, including the #1 selling Die Hard:
Vendetta, which appeared on all three of the above platforms. He has also
written more than 30 articles in major publications, including the UK games
development industry trade paper, Develop, and recently wrote the book
Cross-Platform Games Programming for Charles River Media.
Table of Contents
1 Introduction 2 Top Ten Tips 3 Memory 4 The CPU 5 Storage 6 Debugging 7 System I/O 8 The Audio System 9 The Graphics Engine 10 Network Programming 11 The Bits We Forget About Appendix A About The CD-ROM Appencis B Playstation 2 Glossary Appendix C Xbox Glossary Appendix D Gamecube Glossary Appendix E Code Guidelines