Object-Oriented Game Development
Autor Mr Julian Golden Limba Engleză Paperback – 31 mar 2004
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Specificații
ISBN-13: 9780321176608
ISBN-10: 032117660X
Pagini: 440
Dimensiuni: 187 x 234 x 26 mm
Greutate: 0.8 kg
Ediția:1
Editura: Pearson Education
Colecția Addison Wesley
Locul publicării:Harlow, United Kingdom
ISBN-10: 032117660X
Pagini: 440
Dimensiuni: 187 x 234 x 26 mm
Greutate: 0.8 kg
Ediția:1
Editura: Pearson Education
Colecția Addison Wesley
Locul publicării:Harlow, United Kingdom
Cuprins
Acknowledgements 1. Introduction
2. The game development process
3. Software engineering for games
4. Object-oriented design for games
5. The component model for game development
6. Cross-platform development
7. Game objects
8. Design-driven control
9. Iterative development techniques 10. Game development roles 11. Case study: Cordite Appendix: coding conventions used in this book Bibliography Web resources Index
2. The game development process
3. Software engineering for games
4. Object-oriented design for games
5. The component model for game development
6. Cross-platform development
7. Game objects
8. Design-driven control
9. Iterative development techniques 10. Game development roles 11. Case study: Cordite Appendix: coding conventions used in this book Bibliography Web resources Index
Textul de pe ultima copertă
"I love this book."
Liam Hislop, Full Sail Real World Education, Florida, USA
"Game developers can learn a lot from this book."
Eric Le, Ubisoft, Canada
"I would wholeheartedly recommend it to my students."
Paul Parry, Sheffield Hallam University, UK
No member of the game development team should work in isolation. Whether you’re a producer, designer, artist or programmer this book will help you develop today’s ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies.
If you’re a student taking a games degree or module, the balance of best practice meets real-world know-how will give you the understanding you need to begin your career with confidence.
Perfect the art of game development - read this book today!
Liam Hislop, Full Sail Real World Education, Florida, USA
"Game developers can learn a lot from this book."
Eric Le, Ubisoft, Canada
"I would wholeheartedly recommend it to my students."
Paul Parry, Sheffield Hallam University, UK
No member of the game development team should work in isolation. Whether you’re a producer, designer, artist or programmer this book will help you develop today’s ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies.
If you’re a student taking a games degree or module, the balance of best practice meets real-world know-how will give you the understanding you need to begin your career with confidence.
- Practical OO design methodologies with examples from real commercial code.
- Design patterns that work in practice.
- Write reusable code that will be reused.
- Write games using component technology.
- Develop multi-platform games efficiently.
- Use iterative techniques in program and schedule development.
Perfect the art of game development - read this book today!
Caracteristici
- Practical OO design methodologies with examples drawn from commercial code
- Design patterns that work in practice
- How to write "reusable" code that will actually be reused
- How to write games using component technology
- The ability to develop multi-platform titles efficiently
- The use of iterative techniques in programming and schedule development