Game Architecture and Programming

Game Architecture and Programming (English, Paperback, Shankarmani Radha)

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Game Architecture and Programming  (English, Paperback, Shankarmani Radha)

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    Highlights
    • Language: English
    • Binding: Paperback
    • Publisher: Wiley
    • Genre: Computers
    • ISBN: 9788126528875, 8126528877
    • Pages: 280
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  • Specifications
    Book Details
    Imprint
    • Wiley india Pvt. Ltd
    Table of Contents
    • Part A Game Architecture
      1. Core Game Design
      1.1 Introduction
      1.2 Game design principles
      1.3 Game design process
      1.4 Build the concept
      1.5 Creating the game specification
      1.6 Gameplay in detail
      1.7 Gameplay specification
      Summary
      Key Terms and Concepts
      Review Questions
      Assignment
      2. Initial Design
      2.1 Introduction
      2.2 Game and hardware abstraction
      2.3 The problem domain
      2.4 Tiers of game architecture
      2.5 Tokenization
      Summary
      Key Terms and Concepts
      Review Questions
      Assignments
      3. Technical Aspects of Game Design
      3.1 Introduction
      3.2 The state of the art
      3.3 Blue-Sky research
      3.4 Reinventing the wheel
      3.5 Use of object technology
      Summary
      Key Terms and Concepts
      Review Questions
      Assignments
      4. Building Blocks
      4.1 Introduction
      4.2 Game development issues
      4.3 Core groups in soft ware factory and their interactions
      4.4 Reusability in soft ware
      Summary
      Key Terms and Concepts
      Review Questions
      Assignment
      5. Initial Architecture Design
      5.1 Introduction
      5.2 Architectural styles
      5.3 The tier system
      5.4 Architecture design
      5.5 Applying tier-based approach to architecture design
      Summary
      Key Terms and Concepts
      Review Questions
      Assignments
      6. Development
      6.1 Introduction
      6.2 The development process
      6.3 Code quality
      6.4 Coding priorities
      6.5 Debugging and module completion
      6.6 The seven golden principles of effective design
      6.7 Five important aspects in game development
      6.8 The three lead balloons
      Summary
      Key Terms and Concepts
      Review Questions
      Assignments
      Programming Assignments
      Part B Game Programming
      7. Technologies
      7.1 Introduction
      7.2 Deviation from normal programming
      7.3 Available game platforms
      7.4 Game display technologies
      7.5 DirectX and OpenGL
      7.6 Tools for game development
      7.7 Display systems
      7.8 Game engines
      7.9 User interface
      7.10 Resource caching
      7.11 The main loop
      Summary
      Key Terms and Concepts
      Review Questions
      8. Design Practices
      8.1 Introduction
      8.2 Some standard design practices in game development
      8.3 Memory and its types
      8.4 Optimizing memory access
      8.5 Memory alignment
      8.6 Virtual memory
      8.7 Memory-mapped files
      8.8 Naked and smart pointers
      8.9 Game scripting languages
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignment
      9. Building Your Game
      9.1 Introduction
      9.2 Deciding on project directory structure
      9.3 Creating a project in visual studio
      9.4 Setting up Visual Studio build options
      9.5 Source control
      9.6 Popular source control soft wares
      9.7 Source control best practices
      9.8 Game build process
      Summary
      Key Terms and Concepts
      Review Questions
      10. User Interface Programming and Input Devices
      10.1 Introduction
      10.2 Getting the device state
      10.3 Recommended practices while working with the mouse
      10.4 Working with the keyboard
      10.5 User interface components
      10.6 More control properties
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignment
      11. 2D Drawing and DirectX
      11.1 Introduction
      11.2 Setting up Visual Studio to work with DirectX
      11.3 Graphics hardware
      11.4 2D drawing using DirectX
      11.5 2D drawing concepts
      11.6 Sprites
      11.7 Graphic file formats
      11.8 Differences in storage of 16-bit color information
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignments

      12. Initialization and Main Loop
      12.1 Introduction
      12.2 Initialization
      12.3 Initializing game objects
      12.4 Game loop
      12.5 Cleanup
      12.6 Complete Pong game code
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignments
      13. Loading and Caching Game Resources
      13.1 Introduction
      13.2 Image formats
      13.3 Audio formats
      13.4 Points to remember while using audio in games
      13.5 Points to remember while using video in games
      13.6 Resource cache
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignments
      14. 3D Graphics and 3D Engines
      14.1 Introduction
      14.2 3D graphics pipeline
      14.3 DirectX project setup
      14.4 Scene graph
      14.5 Scene nodes
      14.6 Building a 3D scene
      14.7 3D middleware
      14.8 Creating your own 3D engine
      Summary
      Key Terms and Concepts
      Review Questions
      Programming Assignment
      Suggested Questions
      Appendix A - Game Genre
      Appendix B - Game Development Studio Chart
      Bibliography
      Index

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    Good

    It is a very good book for game programmiing
    Love the way it explains
    ..........................................................................................................................................................................................................................very good book
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    tdk deepak

    Certified Buyer, Chennai

    Jan, 2014

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