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9780672324611

Sams Teach Yourself Game Programming in 24 Hours

by
  • ISBN13:

    9780672324611

  • ISBN10:

    067232461X

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2002-12-24
  • Publisher: Sams Publishing
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List Price: $39.99

Summary

Sams Teach Yourself Game Programming in 24 Hoursdemystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming. The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music. A fully functional game engine provides readers with the ability to create their own future games.

Author Biography

Michael Morrison is a writer, developer, toy inventor, and author

Table of Contents

Introductionp. 1
Getting Startedp. 5
Learning the Basics of Game Creationp. 7
Getting to Know Video Gamesp. 8
Game Design Essentialsp. 11
Object-Oriented Programming and Gamesp. 17
Exploring the Tools of the Tradep. 20
A Windows Game Programming Primerp. 25
Windows Programming Essentialsp. 26
Peeking Inside a Windows Programp. 30
Building the Skeleton Example Programp. 37
Creating an Engine for Gamesp. 45
What Is a Game Engine?p. 46
Pondering the Role of a Game Enginep. 47
Developing a Game Enginep. 50
Building the Game Skeleton Example Programp. 60
Learning to Draw Basic Graphicsp. 69
Graphics Essentialsp. 70
Examining Graphics in Windowsp. 73
Painting Windowsp. 76
Building the Trippy Example Programp. 84
Drawing Graphical Imagesp. 91
The Basics of Bitmap Imagesp. 92
Peeking Inside a Bitmapp. 93
Developing a Bitmap Classp. 94
Building the Slideshow Example Programp. 99
Interacting with Game Playersp. 111
Controlling Games with the Keyboard and Mousep. 113
Gaming and User Inputp. 114
Taking a Look at User Input Devicesp. 115
Assessing Keyboard Input for Gamesp. 118
Tracking the Mousep. 119
Revamping the Game Engine for Inputp. 121
Building the UFO Program Examplep. 126
Improving Input with Joysticksp. 135
Joystick Basicsp. 136
Calibrating Joysticksp. 137
Tracking Joystick Movementsp. 140
Revamping the Game Engine for Joysticksp. 143
Building the UFO 2 Program Examplep. 148
Example Game: Brainiacp. 155
How Does the Game Play?p. 156
Designing the Gamep. 157
Building the Gamep. 158
Testing the Gamep. 165
Animating Games with Spritesp. 171
A Crash Course in Game Animationp. 173
What Is Animation?p. 174
2D Versus 3D Animationp. 176
Types of 2D Animationp. 176
Applying Animation in Gamesp. 182
Making Things Move with Spritesp. 185
Evaluating the Role of Sprites in Gamesp. 186
Designing an All-Purpose Spritep. 186
Creating the Sprite Classp. 188
Building the Fore Program Examplep. 195
Managing a World of Spritesp. 205
Assessing the Need for Sprite Managementp. 206
Designing a Sprite Managerp. 207
Adding the Sprite Manager to the Game Enginep. 208
Eliminating Flicker with Double Bufferingp. 214
Building the Fore 2 Program Examplep. 217
Example Game: Henwayp. 225
How Does the Game Play?p. 226
Designing the Gamep. 228
Building the Gamep. 229
Testing the Gamep. 239
Making Noise with Sound and Musicp. 243
Getting Acquainted with Digital Sound and Musicp. 245
Understanding Digital Soundp. 246
Getting to Know Windows Wavesp. 248
Feeling the Music with MIDIp. 249
Exploring Sound Toolsp. 251
Creating and Editing Soundsp. 252
Finding Sounds and Musicp. 253
Playing Wave Soundsp. 257
Accessing Wave Soundsp. 258
Playing Wave Soundsp. 258
Building the Brainiac 2 Program Examplep. 262
Playing MIDI Musicp. 271
Understanding the Windows Media Control Interfacep. 272
Using the MCI to Play MIDI Musicp. 272
Adding MIDI Music Support to the Game Enginep. 276
Building the Henway 2 Program Examplep. 278
Example Game: Battle Officep. 287
How Does the Game Play?p. 288
Designing the Gamep. 288
Building the Gamep. 291
Testing the Gamep. 302
Taking Animation to the Next Levelp. 307
Animating the Appearance of Spritesp. 309
Frame Animation Revisitedp. 310
Designing an Animated Spritep. 311
Adding Animated Sprite Support to the Game Enginep. 313
Building the Battle Office 2 Program Examplep. 318
Creating Backgrounds for Your Spritesp. 323
Assessing the Significance of Game Backgroundsp. 324
Understanding the Types of Game Backgroundsp. 325
Adding Background Support to the Game Enginep. 328
Building the Roids Program Examplep. 334
Example Game: Meteor Defensep. 341
How Does the Game Play?p. 342
Designing the Gamep. 342
Enhancing Sprites in the Game Enginep. 345
Building the Gamep. 348
Testing the Gamep. 359
Adding Brains to Your Gamesp. 365
Teaching Games to Thinkp. 367
Understanding Artificial Intelligencep. 368
Exploring Types of Game AIp. 370
Developing an AI Strategyp. 376
Building the Roids 2 Program Examplep. 377
Example Game: Space Outp. 385
How Does the Game Play?p. 386
Designing the Gamep. 386
Adding One Last Sprite Feature to the Game Enginep. 389
Building the Gamep. 391
Testing the Gamep. 405
Spicing up Your Gamesp. 411
Adding Pizzazz to Your Game with a Splash Screenp. 413
The Importance of a Splash Screenp. 414
Looking Behind a Splash Screenp. 415
Building the Space Out 2 Gamep. 416
Showing Off Your Game with Demo Modep. 423
What Is Demo Mode?p. 424
The Nuts and Bolts of Demo Modep. 424
Building the Space Out 3 Gamep. 425
Keeping Track of High Scoresp. 437
The Significance of Keeping Scorep. 438
Modeling High Score Datap. 439
Storing and Retrieving High Score Datap. 439
Building the Space Out 4 Gamep. 442
Appendixesp. 455
Quiz Answersp. 457
"Learning the Basics of Game Creation"p. 457
"A Windows Game Programming Primer"p. 458
"Creating an Engine for Games"p. 458
"Learning to Draw Basic Graphics"p. 458
"Drawing Graphical Images"p. 459
"Controlling Games with the Keyboard and Mouse"p. 459
"Improving Input with Joysticks"p. 459
"Example Game: Brainiac"p. 460
"A Crash Course in Game Animation"p. 460
"Making Things Move with Sprites"p. 460
"Managing a World of Sprites"p. 461
"Example Game: Henway"p. 461
"Getting Acquainted with Digital Sound and Music"p. 461
"Playing Wave Sounds"p. 462
"Playing MIDI Music"p. 462
"Example Game: Battle Office"p. 462
"Animating the Appearance of Sprites"p. 463
"Creating Backgrounds for Your Sprites"p. 463
"Example Game: Meteor Defense"p. 463
"Teaching Games to Think"p. 464
"Example Game: Space Out"p. 464
"Adding Pizzazz to Your Game with a Splash Screen"p. 465
"Showing Off Your Game with Demo Mode"p. 465
"Keeping Track of High Scores"p. 465
Selecting a Game Development Toolp. 467
Microsoft Visual C++p. 468
Borland C++Builderp. 469
Bloodshed Dev-C++p. 469
DJGPPp. 469
Indexp. 471
Table of Contents provided by Syndetics. All Rights Reserved.

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