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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)

Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)

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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)

<P style="MARGIN: 0px">Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Coverage includes</P> <UL> <LI> <DIV style="MARGIN: 0px">Game time management, speed control, and ensuring consistency on diverse hardware</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Essential 2D graphics techniques for modern mobile gaming</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Vectors, matrices, and linear algebra for 3D games</DIV> </LI> <LI> <DIV style="MARGIN: 0px">3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Handling today's wide array of digital and analog inputs</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Sound systems including sound events, 3D audio, and digital signal processing</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Fundamentals of game physics, including collision detection and numeric integration</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Cameras: first-person, follow, spline, and more</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning</DIV> </LI> <LI> <DIV style="MARGIN: 0px">User interfaces including menu systems and heads-up displays</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Scripting and text-based data files: when, how, and where to use them</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Basics of networked games including protocols and network topology</DIV> </LI> </UL>

Technical Specifications

Country
USA
Brand
Addison Wesley
Manufacturer
Addison-Wesley Professional
Binding
Paperback
ItemPartNumber
YES9222171
UnitCount
1
EANs
9780321940155

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