Game Coding Complete Book Review
|
Game Coding Complete
Game Coding Complete Chapters
Game Coding Complete Chapters
- Game Programming is Whacky Because
- The Good
- The Bad
- The Ugly
- It's All Worth it, Right?
- 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
- 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
- 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
- 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
- 2D Stuff Every Game Programmer Should Know
- 2D Drawing and DirectX
- Basic 2D Drawing Concepts
- Drawing Text
- Working with Sprites
- Graphics Files Formats
- Conclusion
- 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?
- 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
- 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
- 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?
- 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
- Debugging Your Game
- The Art of Handling Failure
- Debugging Basics
- Debugging Techniques
- Different Kinds of Bugs
- Parting Thoughts
- 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
- 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
- Driving to the Finish
- Finishing Issues
- Dealing with Big Trouble
- The Light - It's Not a Train After All
Game Coding Complete Appendices
- Index
|
|
Poised Solutions Library
Programming Books | Administration Books | Cyber Security Books
Computer Science Books | Electronic Books | Literature Books
Assembly Coding | System Coding | General Coding
GUI Coding | Shell Coding | Functional Coding | Web Coding
Browser Coding | Database Coding | Coding Philosophy
© Poised Solutions Copyright 2008 - 2009
Web Development and Web Design by Poised Solutions IT Practice
Guild of Developers • PantheonOS • Cyber Security