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    "Game Coding Complete" by ed. Mike McShaffry

    Posted By: exLib
    "Game Coding Complete" by ed. Mike McShaffry

    "Game Coding Complete" by ed. Mike McShaffry
    Third Edition
    Course Technology, Cengage Learning | 2009 | ISBN: 1584506806 9781584506805 9781133776574 | 755 pages | PDF | 7 Mb

    The book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games.


    Today, there are plenty of books out there that can teach you the typing part of programming. There are even some books that go a bit further and teach you what makes game coding different from coding a word processing program or a billing system for your local health care providers (or, as we used to call ‘em, ―doctors‖). But even now, there just aren‘t many books that combine hard-core game programming advice with equally hardcore development processes, debugging, and team-building information.

    Table of Contents
    Foreword
    Acknowledgments
    Contributor Acknowledgments
    About the Author
    Introduction
    Welcome to the Third Edition
    How This Book Is Organized
    STL and Boost C++
    Part I: Game Programming Fundamentals
    Chapter 1. What Is Game Programming Really Like?
    The Good
    The Bad
    The Ugly
    It‘s All Worth It, Right?
    Chapter 2. What’s in a Game?
    Game Architecture
    Applying the Game Architecture
    Application Layer
    Game Logic
    Game View for the Human Player
    Game Views for AI Agents
    Networked Game Architecture
    Do I Have to Use DirectX?
    Other Bits and Pieces
    Further Reading
    Chapter 3. Coding Tidbits and Style That Will Save You
    Smart Design Practices
    Smart Pointers and Naked Pointers
    Using Memory Correctly
    Mike‘s Grab Bag of Useful Stuff
    Developing the Style That‘s Right for You
    Further Reading
    Chapter 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

    Part II: Get Your Game Running
    Chapter 5. Game Initialization and Shutdown
    Initialization 101
    Some C++ Initialization Pitfalls
    The Game‘s Application Layer
    Stick the Landing: A Nice Clean Exit
    Getting In and Getting Out
    Chapter 6. Controlling the Main Loop
    Inside the Main Loop
    A Base Class for Game Actors and Game Logic
    Can I Make a Game Yet?
    Chapter 7. Loading and Caching Game Data
    Game Resources: Formats and Storage Requirements
    Resource Files
    The Resource Cache
    I‘m Out of Cache
    Chapter 8. Programming Input Devices
    Getting the Device State
    Using DirectInput
    A Few Safety Tips
    Working with the Mouse (and Joystick)
    Working with a Game Controller
    Working with the Keyboard
    What, No Dance Pad?
    Chapter 9. User Interface Programming
    The Human‘s Game View
    A WASD Movement Controller
    Screen Elements
    A Custom MessageBox Dialog
    Modal Dialog Boxes
    Controls
    Control Identification
    Hit Testing and Focus Order
    Control State
    More Control Properties
    Some Final User Interface Tips

    Part III: Core Game Technologies
    Chapter 10. Game Event Management
    Game Events
    What Game Events Are Important?
    Distinguishing Events from Processes
    Further Reading
    Chapter 11. Scripting with Lua by James Clarendon
    What Is Scripting?
    Common Scripting Paradigms
    Introducing Lua
    Getting Started with a Lua Wrapper—LuaPlus
    Mind the Gap!
    Wanna Buy a Bridge?
    I‘m Totally Wired
    Do You Hear What I Hear?
    Let‘s Get OOP-Able!
    Debugging Script
    Introducing Decoda
    Famous Last Words: ―An Exercise for the Reader‖
    References
    Chapter 12. Game Audio
    How Sound Works
    Game Sound System Architecture
    Other Technical Hurdles
    Some Random Notes
    The Last Dance
    Chapter 13. 3D Basics
    3D Graphics Pipeline
    3D Math 101
    C++ Math Classes
    Enough Math—Please Stop
    3D Graphics—It‘s Just the Beginning
    Chapter 14. 3D Scenes
    The Plane Class
    The Frustum Class
    Scene Graph Basics
    Special Scene Graph Nodes
    What About Shaders?
    What‘s Missing?
    Still Hungry?
    Further Reading
    Chapter 15. Collision and Simple Physics
    Mathematics for Physics Refresher
    Choosing a Physics SDK
    Object Properties
    Collision Hulls
    Using a Collision System
    Integrating a Physics SDK
    But Wait, There‘s So Much More
    Chapter 16. Network Programming Primer
    How the Internet Works
    Sockets API
    Making a Multiplayer Game with Sockets
    Core Client-Side Classes
    Core Server-Side Classes
    Wiring Sockets into the Event System
    Gosh, if It‘s That Easy

    Part IV: Advanced Topics and Bringing IT All Together
    Chapter 17. An Introduction to Game AI by David ―Rez‖ Graham
    Intro to AI concepts
    Movement
    Path Finding
    Simple Decision Making
    Advanced Decision Making
    Types of Game AI
    Further Reading
    Chapter 18. Introduction to Multiprogramming
    What Multiprogramming Does
    Creating Threads
    Process Synchronization
    Interesting Threading Problems
    Thread Safety
    Multithreading Classes
    Background Decompression of a ZIP File
    Further Work
    About the Hardware
    About the Future
    Chapter 19. A Game of Teapot Wars!
    Game Actors
    Game Events
    The Application Layer
    The Game Logic
    The Game View for a Human Player
    The AI View and Listener
    More Teapot Wars, if You Are Willing
    Chapter 20. A Simple Game Editor in C# by Quoc Tran
    What Should a Level Editor Do?
    The Editor Architecture
    Creating the DLL
    The C# Editor Application
    Getting Information About Actors in the Level
    Creating, Changing, and Removing Actors
    Saving and Loading Levels
    Future Work
    Special Thanks
    Further Reading
    Chapter 21. Debugging Your Game
    The Art of Handling Failure
    Debugging Basics
    Debugging Techniques
    Different Kinds of Bugs
    Parting Thoughts
    Further Reading
    Chapter 22. Driving to the Finish
    Finishing Issues
    Dealing with Big Trouble
    The Light—It‘s Not a Train After All

    with TOC BookMarkLinks