Beginning OpenGL Game Programming
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.
1102180531
Beginning OpenGL Game Programming
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.
24.49 In Stock
Beginning OpenGL Game Programming

Beginning OpenGL Game Programming

Beginning OpenGL Game Programming

Beginning OpenGL Game Programming

eBook

$24.49 

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Overview

Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.

Product Details

ISBN-13: 9781598637236
Publisher: Course Technology PTR
Publication date: 01/03/2009
Sold by: CENGAGE LEARNING
Format: eBook
Pages: 320
File size: 4 MB

About the Author

Luke has been programming OpenGL and C++ for 7 years. He graduated from the University of Portsmouth in 2002 with a Bsc(hons) Degree in Multimedia Programming and an HND in Software Engineering. At Portsmouth he was also awarded the Climax Prize for Best Interactive Technology Project for an OpenGL modeling application. Luke is an active member of the gamedev.net community and co-maintainer of nehe.gamedev.net. He currently works as a software developer in London.

Table of Contents

Introduction
Part I: OpenGL Basics
1.The Exploration Begins...Again
2.Creating a Simple OpenGL Application
3.OpenGL States and Primitives
4.Transformations and Matrices
5.OpenGL Extensions
6.Moving to a Programmable Pipeline
7.Texture Mapping
Part II: Beyond the Basics
8.Lighting, Blending, and Fog
9.More on Texture Mapping
10.Improving Your Performance
11.Displaying Text
12.OpenGL Buffers
13.The Endgame

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