Game Programming in C++: Start to Finish

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Overview

Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

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Product Details

  • ISBN-13: 9781584504320
  • Publisher: Cengage Learning
  • Publication date: 1/11/2006
  • Series: Charles River Media Game Development Series
  • Edition description: Book & CD-ROM
  • Pages: 392
  • Product dimensions: 7.30 (w) x 9.25 (h) x 1.00 (d)

Meet the Author

Erik Yuzwa (Calgary, AB) has been a professional computer programmer for over seven years. He holds a Bachelor of Science in Computer Science. In 1995, he founded Wazoo Enterprises Inc. to pursue creating game programming related tutorials and articles. Concurrently, he holds a position at EnCana Corporation as a Web Systems Architect, where he uses his Java, ASP/Cold Fusion, C#/C++, and other programming skills to create real solutions with various clients. Since 2001, he has been teaching in the game development process at the University of Calgary Continuing Education.

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Table of Contents

Acknowledgments Preface Chapter 1 Game Technologies Chapter 2 Design Fundamentals Chapter 3 Introduction to SDL and Windows Chapter 4 Introduction to the Peon Engine Chapter 5 Graphics Programming Mathematics Chapter 6 Creating an OpenGL Renderer Chapter 7 More OpenGL Techniques Chapter 8 Scene Geometry Management Chapter 9 Graphics Timebox Chapter 10 Working with Input Devices Chapter 11 Working With Sound Chapter 12 Input and Sound Timebox Chapter 13 Collision Detection and Physics Techniques Chapter 14 Introduction to Networking Chapter 15 Networking Timebox Chapter 16 Introduction to Models Chapter 17 Animation and Special Effects Chapter 18 Introduction to the OpenGL Shading Language (GLSL) Chapter 19 Introduction to Scripting Chapter 20 Polish Timebox Chapter 21 Finishing Tips and Tricks Appendix A Setting Up the SDL and the Compiler Appendix B Debugging Tools Appendix C ASCII Table Appendix D Windows Vista and OpenGL Appendix E About the CD-ROM Appendix F Further Resources Index

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  • Anonymous

    Posted November 22, 2007

    A reviewer

    The directions are so bad they seem incomplete. I can't even find all the files that they say are on the disk. The author does not tell when he is showing an example or directions for the game. You have to guess. You would be better off buying a different book on programming.

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  • Anonymous

    Posted November 11, 2009

    No text was provided for this review.

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