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game coding complete

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Game Coding Complete Book Review

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Game Coding Complete

Game Coding Complete

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Game Coding Complete
Author:
Mike McShaffry
Publisher:
Paraglyph Press
Published:
2003
Pages:
580

Game Coding Complete


Game Coding Complete Chapters

Game Coding Complete Chapters
  1. Game Programming is Whacky Because
    • The Good
    • The Bad
    • The Ugly
    • It's All Worth it, Right?
  2. What's in a Game?
    • Display Technologies: A Quick Overview of the Issues
    • Mixing 2D and 3D Technologies
    • Do I Have to Use DirectX?
    • User Interface Code
    • Resource Caching
    • The Main Loop
    • Other Bits and Pieces
  3. Dumb Stuff All Game Programmers Should Know
    • Design Practices You Shouldn't Live Without
    • Smart Pointers and Naked Pointers
    • Using Memory Correctly
    • Game Scripting Languages
    • Mike's Grab Bag of Useful Scripts
    • Well, That Wasn't So Dumb
  4. Building Your Game
    • A Little Motivation
    • Creating a Project
    • Source Code Repositories and Version Control
    • Building the Game: A Black Art?
    • Creating Build Scripts
    • Multiple Projects and Shared Code
    • Some Parting Advice
  5. User Interface Programming and Input Devices
    • Getting the Device State
    • Working with the Mouse (and Joystick)
    • Working with the Keyboard
    • User Interface Components
    • More Control Properties
    • Some Final User Interface Tips
  6. 2D Stuff Every Game Programmer Should Know
    • 2D Drawing and DirectX
    • Basic 2D Drawing Concepts
    • Drawing Text
    • Working with Sprites
    • Graphics Files Formats
    • Conclusion
  7. Initialization and the Main Loop
    • Initialization
    • Some C++ Initialization Pitfalls
    • Initializing Your Game
    • The Main Loop
    • Stick the Landing: A Nice Clean Exit
    • Can I Make a Game Yet?
  8. Loading and Caching Game Resources
    • Art and Sound Formats
    • Resource Files
    • Data Compression
    • IPac: A Resource File Builder
    • The Resource Cache
    • World Design and Cache Prediction
    • I'm Out of Cache
  9. 3D Graphics All Game Programmers Must Master
    • 3D Graphics Pipeline
    • Your DirectX 9 Playground
    • 3D Math 101
    • Enough Math - Please Stop
    • 3D Graphics, It's That Simple
  10. 3D Engines
    • Setting Up a Project
    • Using a Scene Graph
    • What's Missing?
    • 3D Middleware Review
    • Rolling Your Own 3D Engine
    • Physics Engines
    • Still Hungry?
  11. Special Considerations for Developing Windows Games
    • Do I Have to Use DirectX?
    • What About Microsoft Foundation Classes (MFC)?
    • Windowed Mode and Full-Screen Mode
    • Operating System Specific Stuff
    • 'Designed for Windows' Logo Program
    • Conclusion
  12. Debugging Your Game
    • The Art of Handling Failure
    • Debugging Basics
    • Debugging Techniques
    • Different Kinds of Bugs
    • Parting Thoughts
  13. The Art of Scheduling
    • Good Schedules, Bad Schedules
    • The Key to All Schedules: Milestones
    • Things to Know Before Scheduling Begins
    • Creating the Schedule
    • Getting It Right
  14. Everything (You Hate) to Know About Testing
    • Why Are Games Buggy?
    • Test Plans
    • Scheduling Testing
    • Automated Testing
    • The Bug Database
    • Which Bugs Get Fixed?
    • Statistical Analysis of Your Bug Database
    • The Testing Team
    • The Public Beta
    • A Final Word
  15. Driving to the Finish
    • Finishing Issues
    • Dealing with Big Trouble
    • The Light - It's Not a Train After All
Game Coding Complete Appendices
  1. Index

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