Gaming Development. Resources
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1 Gaming Development Resources
2 Beginning Game Programming Fourth Edition Jonathan S. Harbour Beginning Game Programming will introduce students to the fascinating world of game programming for Windows using Visual Studio 2013 and DirectX. The book requires only a basic understanding of the C++ language and provides a solid introduction to DirectX programming. Students will learn the basics of making sprite-based games without getting bogged down in complex 3D rendering. The instruction is step-by-step, building as you go. Learn how to take ideas from concept to reality using today s standard professional gamecreation tools. At the end of the book, students will put their new skills to use by creating their own complete, fully functional game. Table of Contents: Chapter 1: Getting Started with the Windows SDK Chapter 2: Listening To Windows Messages Chapter 3: Initializing Direct3D Chapter 4: Drawing Textures Chapter 5: Drawing with Direct2D Chapter 6: Getting User Input Chapter 7: Drawing and Animating Sprites Chapter 8: Transforming Sprites Chapter 9: Detecting Sprite Collisions Chapter 10: Printing Text Chapter 11: Scrolling the Background Chapter 12: Playing Audio Chapter 13: Rendering 3D Models Chapter 14: Creating the Anti-Virus Game
3 Game Development Principles First Edition Alan Thorn The art of game development requires much more than simply the ability to operate game-programming software. Compelling, successful games games that enchant players and stand the test of time are created by developers who have absorbed the fundamental principles of good game design. Unless you get your mind around that basic theoretical framework, making games is destined to remain a frustrating, disappointing exercise. Author Alan Thorn clearly lays out the core theoretical knowledge on which most successful game developers rely the concepts, workflow practices, techniques, and general details that go into the making of great computer games. Each chapter focuses on a key set of development concepts, including game math, textures and materials, geometry and topology, lighting, sound, effects, and more. Table of Contents: Chapter 1: Game and Game Design Chapter 2: Game Software Development Chapter 3: Games Programming Chapter 4: Game Math Chapter 5: Graphics, Pixels, and Colour Chapter 6: Meshes, Rigging, and Animation Chapter 7: Lighting and Rendering Chapter 8: Sound and Music Chapter 9: Special Effects and Post-Processing Chapter 10: Distribution, Publishing, and Marketing Chapter 11: Going Further
4 Game Coding Complete Fourth Edition Mike McShaffry, David Rez Graham Game Coding Complete is the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, this resource examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, students will explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book. This updated fourth edition uses the latest versions of DirectX and Visual Studio, and it includes expanded chapter coverage of game actors, AI, Shader programming, Lua scripting, the C# editor, and other important updates to every chapter. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice. Table of Contents: Chapter 1: What is Game Programming Really Like? Chapter 2: What s in a Game? Chapter 3: Coding Tidbits and Style That Will Save You Chapter 4: Building Your Game Chapter 5: Game Initialization and Shutdown Chapter 6: Game Actors Chapter 7: Controlling the Main Loop Chapter 8: Loading and Caching Game Data Chapter 9: Programming Input Devices Chapter 10: User Interface Programming Chapter 11: Game Event Management Chapter 12: Scripting with Lua Chapter 13: Game Audio Chapter 14: 3D Graphics Basics Chapter 15: 3D Vertex and Pixel Shaders Chapter 16: 3D Scenes Chapter 17: Collision and Simple Physics Chapter 18: Network Programming Primer Chapter 19: An Introduction to Game AI Chapter 20: Introduction to Multiprogramming Chapter 21: A Game of Teapot Wars! Chapter 22: A Simple Game Editor in C# Chapter 23: Debugging Your Game Chapter 24: Driving to the Finish
5 Game Development Essentials: An Introduction Third Edition Jeannie Novak Game Development Essential: An Introduction, is an authoritative, industry-driven introduction to the world of game development, with updates that keep students current and wellprepared for a successful career in the field. This resource not only examines content creation and the concepts behind development, but it also give students a background on the evolution of game development and how it has become what it is today. It also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. Brief Table of Contents: Section One: Setup Section Two: Scenarios: Creating Compelling Content Section Three: Strategy: Development & Business Cycles
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