Game Coding Complete

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Overview

Mike McShaffry's first edition of Game Coding complete rapidly became one of the top-selling game programming books and was widely praised by readers around the world. The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."

For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war ...

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Overview

Mike McShaffry's first edition of Game Coding complete rapidly became one of the top-selling game programming books and was widely praised by readers around the world. The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."

For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.

Product Details

  • ISBN-13: 9781932111910
  • Publisher: O'Reilly Media, Incorporated
  • Publication date: 2/11/2005
  • Edition description: Second Edition
  • Edition number: 2
  • Pages: 928
  • Product dimensions: 7.10 (w) x 9.14 (h) x 2.20 (d)

Meet the Author

Mike McShaffry, a.k.a. aMr. Mike,a started programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, a.k.a. aLord British,a at Origin Systems on Martian Dreams, Ultima VII:The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Seven years later he formed his first company, Tornado Alley. Mike later accepted a position at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten months later, Monty asked Mike and his newly assembled team to start their own company called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the Head of Studio, and together with the rest of the Compulsive folks, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eyeas growing online casual games business. Mike was later recruited to start an Austin studio for Maryland-based Breakaway Games. Mike is currently self-employed, helping teams build a positive, creative and energetic environment so they can do what they do best - make great games.

Table of Contents

Foreword xiv
Introduction xviii
Chapter 1 The Unique World of Game Programming 1
The Good 2
The Bad 9
The Ugly 13
It's All Worth It, Right? 17
Chapter 2 What's in a Game? 19
Game Architecture 20
Applying the Game Architecture 22
Application Layer 24
Game Logic 29
Game View for the Human Player 34
Game Views for AI Agents 39
Networked Game Architecture 40
Do I Have to Use DirectX? 42
Other Bits and Pieces 47
Chapter 3 Coding Tidbits and Style That Saved My Butt 49
Smart Design Practices 50
Smart Pointers and Naked Pointers 58
Using Memory Correctly 63
Mike's Grab Bag of Useful Stuff 76
Developing the Style That's Right for You 90
Chapter 4 Building Your Game 91
A Little Motivation 91
Creating a Project 92
Source Code Repositories and Version Control 100
Building the Game: A Black Art? 108
Creating Build Scripts 111
Multiple Projects and Shared Code 115
Chapter 5 Game Initialization 119
Initialization 101 120
Some C++ Initialization Pitfalls 120
The Game's Application Layer 126
Stick the Landing: A Nice Clean Exit 148
Getting In and Getting Out 156
Chapter 6 Controlling the Main Loop 159
Inside the Main Loop 159
A Base Class for Game Logic 181
Can I Make a Game Yet? 183
Chapter 7 Loading and Caching Game Data 185
Game Resources: Formats and Storage Requirements 186
Resource Files 198
The Resource Cache 212
World Design and Cache Prediction 223
I'm Out of Cache 227
Chapter 8 Programming Input Devices 229
Getting the Device State 229
A Few Safety Tips 235
Working with the Mouse (and Joystick) 238
Working with a Game Controller 244
Working with the Keyboard 251
What, No Dance Pad? 256
Chapter 9 User Interface Programming 259
The Human's Game View 260
More Control Properties 286
Some Final User Interface Tips 287
Chapter 10 Programming Sprites and Fonts 289
The Art of 2D Drawing with DirectX 289
2D Drawing Under DirectDraw 296
2D Drawing in a 3D World with DirectX 9 312
Graphics Files Formats 337
Conclusion 338
Chapter 11 Game Events and Scripting Languages 341
Game Events 342
Game Scripting Languages 372
SendEvent("chapter_done") 383
Chapter 12 Game Audio 385
How Sound Works 385
Game Sound System Architecture 391
Other Technical Hurdles 424
Some Random Notes 429
The Last Dance 434
3D Graphics Pipeline 435
Chapter 13 3D Basics 435
3D Math 101 436
Enough Math-Please Stop 458
3D Graphics-It's Just the Beginning 476
Chapter 14 3D Scenes 477
C++ Math Classes 477
Scene Graph Basics 490
What's Missing? 533
3D Engines That the Games Industry Uses 534
Still Hungry? 538
Chapter 15 Collision and Simple Physics 539
Mathematics for Physics Refresher 540
Choosing a Physics SDK 547
Object Properties 549
Collision Hulls 550
Using a Collision System 556
Integrating a Physics SDK 558
But Wait, There's So Much More 581
Chapter 16 Network Programming for Multiplayer Games 583
How the Internet Works 583
Making a Multiplayer Game with Sockets 603
Gosh, If It's That Easy 636
Chapter 17 Special Consideration for Developing Windows Games 637
What About Microsoft Foundation Classes (MFC)? 639
What About C#? 642
Windowed Mode and Full-Screen Mode 643
Operating System Specific Stuff 657
"Designed for Windows XP" Logo Program 660
Conclusion 687
Chapter 18 Debugging Your Game 689
The Art of Handling Failure 690
Debugging Basics 692
Debugging Techniques 707
Different Kinds of Bugs 723
Parting Thoughts 734
Chapter 19 A Game of Teapot Wars! 735
Game Actors 737
Game Events 740
The Game Logic 745
The Game View for a Human Player 756
The AI View and Listener 770
The Rest Is Up to You 774
Chapter 20 The Art of Scheduling 775
Good Schedules, Bad Schedules 776
The Key to All Schedules: Milestones 777
Things to Know Before Scheduling Begins 790
Creating the Schedule 796
Getting It Right 809
Chapter 21 Everything (You Hate) to Know About Testing 811
Why Are Games Buggy? 811
Test Plans 814
Scheduling Testing 825
Automated Testing 826
The Bug Database 835
Which Bugs Get Fixed? 846
Statistical Analysis of Your Bug Database 851
The Testing Team 854
The Public Beta 855
A Final Word 857
Chapter 22 Driving to the Finish 859
Finishing Issues 860
Dealing with Big Trouble 869
The Light-It's Not a Train After All 880
Index 885
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