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9781932111910

Game Coding Complete

by
  • ISBN13:

    9781932111910

  • ISBN10:

    1932111913

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2005-02-28
  • Publisher: Oreilly & Associates Inc
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List Price: $44.99

Summary

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 insights 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. The book takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfected by the author from over a decade of game development experience. The CD-ROM is packed with valuable source code and game development tools.

Table of Contents

Foreword xiv
Introduction xviii
The Unique World of Game Programming
1(18)
The Good
2(7)
The Bad
9(4)
The Ugly
13(4)
It's All Worth It, Right?
17(2)
What's in a Game?
19(30)
Game Architecture
20(2)
Applying the Game Architecture
22(2)
Application Layer
24(5)
Game Logic
29(5)
Game View for the Human Player
34(5)
Game Views for AI Agents
39(1)
Networked Game Architecture
40(2)
Do I Have to Use DirectX?
42(5)
Other Bits and Pieces
47(2)
Coding Tidbits and Style That Saved My Butt
49(42)
Smart Design Practices
50(8)
Smart Pointers and Naked Pointers
58(5)
Using Memory Correctly
63(13)
Mike's Grab Bag of Useful Stuff
76(14)
Developing the Style That's Right for You
90(1)
Building Your Game
91(28)
A Little Motivation
91(1)
Creating a Project
92(8)
Source Code Repositories and Version Control
100(8)
Building the Game: A Black Art?
108(3)
Creating Build Scripts
111(4)
Multiple Projects and Shared Code
115(4)
Game Initialization
119(40)
Initialization 101
120(1)
Some C++ Initialization Pitfalls
120(6)
The Game's Application Layer
126(22)
Stick the Landing: A Nice Clean Exit
148(8)
Getting In and Getting Out
156(3)
Controlling the Main Loop
159(26)
Inside the Main Loop
159(22)
A Base Class for Game Logic
181(2)
Can I Make a Game Yet?
183(2)
Loading and Caching Game Data
185(44)
Game Resources: Formats and Storage Requirements
186(12)
Resource Files
198(14)
The Resource Cache
212(11)
World Design and Cache Prediction
223(4)
I'm Out of Cache
227(2)
Programming Input Devices
229(30)
Getting the Device State
229(6)
A Few Safety Tips
235(3)
Working with the Mouse (and Joystick)
238(6)
Working with a Game Controller
244(7)
Working with the Keyboard
251(5)
What, No Dance Pad?
256(3)
User Interface Programming
259(30)
The Human's Game View
260(26)
More Control Properties
286(1)
Some Final User Interface Tips
287(2)
Programming Sprites and Fonts
289(52)
The Art of 2D Drawing with DirectX
289(7)
2D Drawing Under DirectDraw
296(16)
2D Drawing in a 3D World with DirectX 9
312(25)
Graphics Files Formats
337(1)
Conclusion
338(3)
Game Events and Scripting Languages
341(44)
Game Events
342(30)
Game Scripting Languages
372(11)
SendEvent(``chapter_done'');
383(2)
Game Audio
385(50)
How Sound Works
385(6)
Game Sound System Architecture
391(33)
Other Technical Hurdles
424(5)
Some Random Notes
429(5)
The Last Dance
434(1)
3D Graphics Pipeline
435(1)
3D Basics
435(42)
3D Math 101
436(22)
Enough Math---Please Stop
458(18)
3D Graphics---It's Just the Beginning
476(1)
3D Scenes
477(62)
C++ Math Classes
477(13)
Scene Graph Basics
490(43)
What's Missing?
533(1)
3D Engines That the Games Industry Uses
534(4)
Still Hungry?
538(1)
Collision and Simple Physics
539(44)
Mathematics for Physics Refresher
540(7)
Choosing a Physics SDK
547(2)
Object Properties
549(1)
Collision Hulls
550(6)
Using a Collision System
556(2)
Integrating a Physics SDK
558(23)
But Wait, There's So Much More
581(2)
Network Programming for Multiplayer Games
583(54)
How the Internet Works
583(20)
Making a Multiplayer Game with Sockets
603(33)
Gosh, If It's That Easy
636(1)
Special Consideration for Developing Windows Games
637(52)
What About Microsoft Foundation Classes (MFC)?
639(3)
What About C#?
642(1)
Windowed Mode and Full-Screen Mode
643(14)
Operating System Specific Stuff
657(3)
``Designed for Windows XP'' Logo Program
660(27)
Conclusion
687(2)
Debugging Your Game
689(46)
The Art of Handling Failure
690(2)
Debugging Basics
692(15)
Debugging Techniques
707(16)
Different Kinds of Bugs
723(11)
Parting Thoughts
734(1)
A Game of Teapot Wars!
735(40)
Game Actors
737(3)
Game Events
740(5)
The Game Logic
745(11)
The Game View for a Human Player
756(14)
The AI View and Listener
770(4)
The Rest Is Up to You
774(1)
The Art of Scheduling
775(36)
Good Schedules, Bad Schedules
776(1)
The Key to All Schedules: Milestones
777(13)
Things to Know Before Scheduling Begins
790(6)
Creating the Schedule
796(13)
Getting It Right
809(2)
Everything (You Hate) to Know About Testing
811(48)
Why Are Games Buggy?
811(3)
Test Plans
814(11)
Scheduling Testing
825(1)
Automated Testing
826(9)
The Bug Database
835(11)
Which Bugs Get Fixed?
846(5)
Statistical Analysis of Your Bug Database
851(3)
The Testing Team
854(1)
The Public Beta
855(2)
A Final Word
857(2)
Driving to the Finish
859(26)
Finishing Issues
860(9)
Dealing with Big Trouble
869(11)
The Light---It's Not a Train After All
880(5)
Index 885

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