UnrealScript Game Programming All in One / Edition 1

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UnrealScript Game Programming All in One provides you with an introduction to the basics of UnrealScript, an essential part of the Unreal Tournament game engine. This game engine has been used to develop some of the most popular, most praised games in existence today. If you are new to programming and want to begin with a language that puts you in a position to immediately work with a game, then UnrealScript is ideal. Written to help you develop the fundamental programming skills you need to immediately begin working with modifications to Unreal Tournament, this book offers approximately 70 starter programs designed as beginner-level workarounds to the Unreal Tournament class hierarchy. Get ready to jump into this easy-to-follow guide to programming, UnrealScript, and Unreal Tournament!

"UnrealScript Game Programming" focuses on providing professionals, students, and hobbyists with a solid grounding in the features and development tasks characteristic of UnrealScript. A comprehensive guide to the features of programming a game, it begins with basic language features and how to set up a primary computing environment for programming and progresses through the construction of a complete, fully function game in Unreal Tournament. "UnrealScript Game Programming" gives readers a welcome alternative to the spotty, incomplete, and inconsistent treatments of basic programming and basic programming features that characterize all other sources of information about UnrealScript.

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Product Details

  • ISBN-13: 9781598631487
  • Publisher: Cengage Learning
  • Publication date: 4/11/2006
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 616
  • Product dimensions: 7.20 (w) x 8.90 (h) x 1.70 (d)

Meet the Author

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college-level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his works are In the Mind of a Game, Simulation and Event Modeling for Game Developers (with co-author Ben Vinson), and Software Engineering for Game Developers. John lives in the foothills near Boulder, Colorado.

Chris began programming when he was 14. He enlisted in the US Navy after high school and was awarded the Navy and Marine Corps Medal for Heroism. After leaving military service, he worked as a programmer and eventually founded his own software development company. He began modding games in 1990 and released his first mod in 1991. Over the last decade, in addition to serving on beta teams for MMORPGS, he has been an active participant on the Linux Consultants, and is a contributor to SAMS Teach Yourself Red Hat Linux in 24 Hours. His hobbies include gaming, modding, practicing martial arts, skiing, and flying.

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Table of Contents

1. The World of UnrealScript Programming 2. Setting Up for Programming 3. Setting Up for Development 4. Setting Up ConTEXT 5. Shell Scripts with ConTEXT 6. Programming the Make.bat File 7. More Function Keys for ConTEXT 8. Refining Your Programming Routine 9. Fundamental UnrealScript Data Types 10. Data Types, Operators, and Operations 11. Built-In Numeric Functions 12. Built-In String Functions 13. Control Statements 14. Repetition Control Statements 15. Arrays 16. Structures and Enumerations 17. Classes and Objects 18. Functions and Classes 19. Classes and Class Associations 20. Associations and Generalizations

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