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OverviewGame Programming All in One, Third Edition gives aspiring game programmers the skills that are needed to create professional-quality games. If you have a working knowledge of C or C++ and are ready to expand your skills into the field of game programming, then get ready to begin your journey with this latest edition! You won't cover the topic of programming in general, but rather the specifics of programming for games. Using the cross-platform Allegro game library, you'll learn how to write complete games that will run on almost any operating system. Both Windows and Linux screenshots are displayed throughout. Using the techniques taught within this book and the tools included on the CD-ROM, you'll be able to write standard Windows and DirectX programs without the cost of an expensive compiler. Full Product DetailsAuthor: Jonathan Harbour (The University of Advancing Technology)Publisher: Cengage Learning, Inc Imprint: Course Technology Inc Edition: International Edition Dimensions: Width: 19.00cm , Height: 4.70cm , Length: 23.30cm Weight: 1.690kg ISBN: 9781598632897ISBN 10: 1598632892 Pages: 832 Publication Date: 01 October 2006 Audience: Professional and scholarly , Professional & Vocational Format: Mixed media product Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsPart One: Introduction To Cross-Platform Programming Chapter 1: Demystifying Game Development Chapter 2: Getting Started with Dev-C++ and Allegro Chapter 3: Basic 2D Graphics Programming with Allegro Chapter 4: Writing Your First Allegro Game Chapter 5: Programming The Keyboard, Mouse, and Joystick Part Two: 2D Game Design and Programming Chapter 6: Introduction To Game Design Chapter 7: Basic Bitmap Handling and Blitting Chapter 8: Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites Chapter 9: Advanced Sprite Programming: Compiled Sprites, Collision Detection, and Animation Chapter 10: Timers, Interrupt Handlers, and Multi-threading Chapter 11: Programming Tile-Based Scrolling Backgrounds Using MappyAL Chapter 12: Creating A Game World: Editing Tiles and Levels Chapter 13: Creating a Tile-Based Scrolling Arcade Game Part Three: Taking It To The Next Level Chapter 14: Mastering The Audible Realm: Allegro s Sound Support Chapter 15: Using Data Files To Store Game Resources Chapter 16: Multiplayer Programming Using TCP/IP Sockets Chapter 17: Enhancing Gameplay with Artificial Intelligence Chapter 18: Basic 3D Graphics Programming Using AllegroGL Chapter 19: Publishing Your Game Part Four: Appendices Appendix A: Useful Tables Appendix B: Numbering Systems: Binary and Hexadecimal Appendix C: Recommended Books and Web Sites Author InformationJonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com). Tab Content 6Author Website:Countries AvailableAll regions |