Game Architecture And Programming Wiley Pdf Book
Systems program, has authored games and graphics-related books includ-ing Ultimate Game Programming with DirectX(first and second editions), Ulti-mate 3D Game Engine Design and Architecture, and Data Structures for Game Developers. Allen is also the host of www.UltimateGameProgramming.com.
Description Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience.
It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine. Part A Game Architecture 1. Core Game Design 1.1 Introduction 1.2 Game design principles 1.3 Game design process 1.4 Build the concept 1.5 Creating the game specification 1.6 Gameplay in detail 1.7 Gameplay specification Summary Key Terms and Concepts Review Questions Assignment 2. Initial Design 2.1 Introduction 2.2 Game and hardware abstraction 2.3 The problem domain 2.4 Tiers of game architecture 2.5 Tokenization Summary Key Terms and Concepts Review Questions Assignments 3. Technical Aspects of Game Design 3.1 Introduction 3.2 The state of the art 3.3 Blue-Sky research 3.4 Reinventing the wheel 3.5 Use of object technology Summary Key Terms and Concepts Review Questions Assignments 4. Building Blocks 4.1 Introduction 4.2 Game development issues 4.3 Core groups in soft ware factory and their interactions 4.4 Reusability in soft ware Summary Key Terms and Concepts Review Questions Assignment 5.
Initial Architecture Design 5.1 Introduction 5.2 Architectural styles 5.3 The tier system 5.4 Architecture design 5.5 Applying tier-based approach to architecture design Summary Key Terms and Concepts Review Questions Assignments 6. Mikuni bs34 carburetor diagram. Development 6.1 Introduction 6.2 The development process 6.3 Code quality 6.4 Coding priorities 6.5 Debugging and module completion 6.6 The seven golden principles of effective design 6.7 Five important aspects in game development 6.8 The three lead balloons Summary Key Terms and Concepts Review Questions Assignments Programming Assignments Part B Game Programming 7. Technologies 7.1 Introduction 7.2 Deviation from normal programming 7.3 Available game platforms 7.4 Game display technologies 7.5 DirectX and OpenGL 7.6 Tools for game development 7.7 Display systems 7.8 Game engines 7.9 User interface 7.10 Resource caching 7.11 The main loop Summary Key Terms and Concepts Review Questions 8. Design Practices 8.1 Introduction 8.2 Some standard design practices in game development 8.3 Memory and its types 8.4 Optimizing memory access 8.5 Memory alignment 8.6 Virtual memory 8.7 Memory-mapped files 8.8 Naked and smart pointers 8.9 Game scripting languages Summary Key Terms and Concepts Review Questions Programming Assignment 9. Building Your Game 9.1 Introduction 9.2 Deciding on project directory structure 9.3 Creating a project in visual studio 9.4 Setting up Visual Studio build options 9.5 Source control 9.6 Popular source control soft wares 9.7 Source control best practices 9.8 Game build process Summary Key Terms and Concepts Review Questions 10.
User Interface Programming and Input Devices 10.1 Introduction 10.2 Getting the device state 10.3 Recommended practices while working with the mouse 10.4 Working with the keyboard 10.5 User interface components 10.6 More control properties Summary Key Terms and Concepts Review Questions Programming Assignment 11. 2D Drawing and DirectX 11.1 Introduction 11.2 Setting up Visual Studio to work with DirectX 11.3 Graphics hardware 11.4 2D drawing using DirectX 11.5 2D drawing concepts 11.6 Sprites 11.7 Graphic file formats 11.8 Differences in storage of 16-bit color information Summary Key Terms and Concepts Review Questions Programming Assignments 12. Initialization and Main Loop 12.1 Introduction 12.2 Initialization 12.3 Initializing game objects 12.4 Game loop 12.5 Cleanup 12.6 Complete Pong game code Summary Key Terms and Concepts Review Questions Programming Assignments 13. Kutools free alternative. Loading and Caching Game Resources 13.1 Introduction 13.2 Image formats 13.3 Audio formats 13.4 Points to remember while using audio in games 13.5 Points to remember while using video in games 13.6 Resource cache Summary Key Terms and Concepts Review Questions Programming Assignments 14. 3D Graphics and 3D Engines 14.1 Introduction 14.2 3D graphics pipeline 14.3 DirectX project setup 14.4 Scene graph 14.5 Scene nodes 14.6 Building a 3D scene 14.7 3D middleware 14.8 Creating your own 3D engine Summary Key Terms and Concepts Review Questions Programming Assignment Suggested Questions Appendix A - Game Genre Appendix B - Game Development Studio Chart Bibliography Index.