Game Programming All in One / Edition 3

Game Programming All in One / Edition 3

4.5 2
by Jonathan S. Harbour
     
 


Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and to-the-point book, it concentrates on the important… See more details below

Overview


Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and to-the-point book, it concentrates on the important tasks--building gameplay, not a graphics demo. It speaks to the aspiring game programmer who is looking to break into the game industry. By covering cross-platform tools, this book reaches out to a wide audience, covering the most important game programming topics. A new addition to this latest edition is the coverage of multiplayer programming using cross-platform libraries that work with Allegro.

Product Details

ISBN-13:
9781598632897
Publisher:
Cengage Learning
Publication date:
10/23/2006
Edition description:
New Edition
Pages:
832
Sales rank:
988,256
Product dimensions:
7.30(w) x 9.00(h) x 2.10(d)

Related Subjects

Table of Contents


Part One: Introduction To Cross-Platform Programming Chapter 1: Demystifying Game Development Chapter 2: Getting Started with Dev-C++ and Allegro Chapter 3: Basic 2D Graphics Programming with Allegro Chapter 4: Writing Your First Allegro Game Chapter 5: Programming The Keyboard, Mouse, and Joystick Part Two: 2D Game Design and Programming Chapter 6: Introduction To Game Design Chapter 7: Basic Bitmap Handling and Blitting Chapter 8: Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites Chapter 9: Advanced Sprite Programming: Compiled Sprites, Collision Detection, and Animation Chapter 10: Timers, Interrupt Handlers, and Multi-threading Chapter 11: Programming Tile-Based Scrolling Backgrounds Using MappyAL Chapter 12: Creating A Game World: Editing Tiles and Levels Chapter 13: Creating a Tile-Based Scrolling Arcade Game Part Three: Taking It To The Next Level Chapter 14: Mastering The Audible Realm: Allegro''s Sound Support Chapter 15: Using Data Files To Store Game Resources Chapter 16: Multiplayer Programming Using TCP/IP Sockets Chapter 17: Enhancing Gameplay with Artificial Intelligence Chapter 18: Basic 3D Graphics Programming Using AllegroGL Chapter 19: Publishing Your Game Part Four: Appendices Appendix A: Useful Tables Appendix B: Numbering Systems: Binary and Hexadecimal Appendix C: Recommended Books and Web Sites

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