Open source game development: QT games for KDE, PDAs, and Windows
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Hingham, Mass.
Charles River Media
2006
|
Ausgabe: | 1. ed. |
Schriftenreihe: | Game development series
|
Schlagworte: | |
Online-Zugang: | Table of contents Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XXI, 554 S. graph. Darst. 1 CD-ROM ; 12 cm |
ISBN: | 1584504064 |
Internformat
MARC
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100 | 1 | |a Heni, Martin |e Verfasser |4 aut | |
245 | 1 | 0 | |a Open source game development |b QT games for KDE, PDAs, and Windows |c Martin Heni ; Andreas Beckermann |
250 | |a 1. ed. | ||
264 | 1 | |a Hingham, Mass. |b Charles River Media |c 2006 | |
300 | |a XXI, 554 S. |b graph. Darst. |e 1 CD-ROM ; 12 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Game development series | |
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Open source software | |
700 | 1 | |a Beckermann, Andreas |e Sonstige |4 oth | |
856 | 4 | |u http://www.loc.gov/catdir/toc/ecip0515/2005019983.html |3 Table of contents | |
856 | 4 | 2 | |m HBZ Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015045983&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-015045983 |
Datensatz im Suchindex
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---|---|
adam_text | Acknowledgments xi
Preface xiii
Foreword xix
1 Introduction to Desktop Gaming 1
The Idea for a New Game 2
The Game Design Document 8
Desktop Game Architecture 10
Game Balancing 17
Open Source Game Development 20
Summary 22
References 23
2 Qt Primer 25
Qt 3 and Qt 4 26
The Qt Meta Object Compiler 27
The Qt Class Library 28
Signals and Slots 39
Timers 43
Qt Events 44
Layout Manager 46
A Qt Hello World Application 49
Summary 51
References 52
3 Game Development Using KDE 53
A Standard KDE Game Application 56
Building a Game 65
Internationalization and Localization 73
Program Documentation 77
Tricks oftheTrade 81
Working with the Worldwide KDE Project
Summary 10°
References 101
4 Qt Game Development Using Microsoft Windows 103
Qtfor Windows 104
Creating a Standard Qt Application l^4
Qmake—Automatic Makefile Generation 1 * 0
The Application Icon 11
Tricks oftheTrade 114
Summary H^
References ^0
5 Game Development on PDAs 12^
Embedded Game Development ^3
Qtopia and Qt/Embedded 125
Creating a Standard Game Application ^°
PDA Programming Tips 136
Packaging and Distribution l42
Summary 148
References 148
6 Canvas Games 151
The Canvas View 153
The QCanvas Class 155
Sprites l62
Tüing 178
Scrolling 180
Summary 181
References 182
7 OpenGL 183
Introduction to OpenGL 185
Coordinate Systems 195
2D Rendering 206
3DRendering 217
Lighting 225
Blending 230
Reading and Writing Pixel Data 233
Text Rendering 234
Error Detection 235
OpenGL Utility Libraries, Extentions, and Version Detection 237
Rendering Performance 240
Summary 253
References 254
8 OpenGL with Qt 255
Creating OpenGL Widgets 256
Coordinates 258
Textures 259
OpenGL Context Properties 261
Convenience Methods 262
Text Rendering 263
Multiple Widgets and Context Sharing 264
Summary 265
References 265
9 Sound and Graphics 267
Audio and Sound Effects 268
Graphics 281
Artists in the Open Source Projects 289
Summary 290
References 291
10 Artificial Intelligence 293
Game Evaluation 295
Min Max Game Trees 303
Script Based AI 313
Finite State Machines 318
Behavioral Artificial Intelligence 323
Advanced AI Concepts 325
Summaiy 3^6
References 3^8
11 Pathfinding 329
The Game Map 331
The Terrain 332
Defining a Path 335
Pathfinding with a Gradient Approach 33 $
Pathfinding Using the A* Method 342
Moving Obstacles 354
General Performance Optimizations 355
Summary 356
References 356
12 Partide Effects 357
Concept and Architecture 358
2D Particle Effects 366
3D Particle Effects 375
Computer Generated Fire Effects 383
Explosion Effects 387
Summary 391
References 392
13 Math and Physics in Desktop Games 393
Coordinates 394
Introduction to Sealars and Vectors 395
Matrices 398
Game Physics 404
Random Numbers 413
Summary 417
References 418
14 Qt Network Games 419
Internet Transport Protocols 421
Networking with Qt 423
Synchronization 429
Summary 431
References 432
15 The KGame Library 433
The Architecture 434
The Game Document 435
The Player Class 439
Input Devices 439
Computer Players 442
Network Games 449
Advanced Features 452
Summary 458
16 XML 459
The XML Language 460
The Document 462
Loading Data 463
Processing Data 465
Modifying a Document 471
Summary 475
References 475
17 Open Source and Intellectual Property Rights 477
Intellectual Property 478
Software Patents 485
Open Source Licenses 486
License Compatibility 490
Summary 491
References 493
18 A Practical Summary 495
The Game Design Document 496
The Class Design 502
The Implementation 506
Artificial Intelligence 526
Multimedia 529
Building the Game 530
TheResult 531
Game Enhancements 532
Summary 533
Appendix A About the CD ROM 535
Code Examples 535
API Documentation 535
Tools 536
Figures 536
Copyright and Licenses 536
System Requirements 536
Appendix B Software License 537
GNU General Public License 537
Index 543
|
adam_txt |
Acknowledgments xi
Preface xiii
Foreword xix
1 Introduction to Desktop Gaming 1
The Idea for a New Game 2
The Game Design Document 8
Desktop Game Architecture 10
Game Balancing 17
Open Source Game Development 20
Summary 22
References 23
2 Qt Primer 25
Qt 3 and Qt 4 26
The Qt Meta Object Compiler 27
The Qt Class Library 28
Signals and Slots 39
Timers 43
Qt Events 44
Layout Manager 46
A Qt "Hello World" Application 49
Summary 51
References 52
3 Game Development Using KDE 53
A Standard KDE Game Application 56
Building a Game 65
Internationalization and Localization 73
Program Documentation 77
Tricks oftheTrade 81
Working with the Worldwide KDE Project "
Summary 10°
References 101
4 Qt Game Development Using Microsoft Windows 103
Qtfor Windows 104
Creating a Standard Qt Application l^4
Qmake—Automatic Makefile Generation 1 * 0
The Application Icon 11
Tricks oftheTrade 114
Summary H^
References ^0
5 Game Development on PDAs 12^
Embedded Game Development ^3
Qtopia and Qt/Embedded 125
Creating a Standard Game Application ^°
PDA Programming Tips 136
Packaging and Distribution l42
Summary 148
References 148
6 Canvas Games 151
The Canvas View 153
The QCanvas Class 155
Sprites l62
Tüing 178
Scrolling 180
Summary 181
References 182
7 OpenGL 183
Introduction to OpenGL 185
Coordinate Systems 195
2D Rendering 206
3DRendering 217
Lighting 225
Blending 230
Reading and Writing Pixel Data 233
Text Rendering 234
Error Detection 235
OpenGL Utility Libraries, Extentions, and Version Detection 237
Rendering Performance 240
Summary 253
References 254
8 OpenGL with Qt 255
Creating OpenGL Widgets 256
Coordinates 258
Textures 259
OpenGL Context Properties 261
Convenience Methods 262
Text Rendering 263
Multiple Widgets and Context Sharing 264
Summary 265
References 265
9 Sound and Graphics 267
Audio and Sound Effects 268
Graphics 281
Artists in the Open Source Projects 289
Summary 290
References 291
10 Artificial Intelligence 293
Game Evaluation 295
Min Max Game Trees 303
Script Based AI 313
Finite State Machines 318
Behavioral Artificial Intelligence 323
Advanced AI Concepts 325
Summaiy 3^6
References 3^8
11 Pathfinding 329
The Game Map 331
The Terrain 332
Defining a Path 335
Pathfinding with a Gradient Approach 33\$
Pathfinding Using the A* Method 342
Moving Obstacles 354
General Performance Optimizations 355
Summary 356
References 356
12 Partide Effects 357
Concept and Architecture 358
2D Particle Effects 366
3D Particle Effects 375
Computer Generated Fire Effects 383
Explosion Effects 387
Summary 391
References 392
13 Math and Physics in Desktop Games 393
Coordinates 394
Introduction to Sealars and Vectors 395
Matrices 398
Game Physics 404
Random Numbers 413
Summary 417
References 418
14 Qt Network Games 419
Internet Transport Protocols 421
Networking with Qt 423
Synchronization 429
Summary 431
References 432
15 The KGame Library 433
The Architecture 434
The Game Document 435
The Player Class 439
Input Devices 439
Computer Players 442
Network Games 449
Advanced Features 452
Summary 458
16 XML 459
The XML Language 460
The Document 462
Loading Data 463
Processing Data 465
Modifying a Document 471
Summary 475
References 475
17 Open Source and Intellectual Property Rights 477
Intellectual Property 478
Software Patents 485
Open Source Licenses 486
License Compatibility 490
Summary 491
References 493
18 A Practical Summary 495
The Game Design Document 496
The Class Design 502
The Implementation 506
Artificial Intelligence 526
Multimedia 529
Building the Game 530
TheResult 531
Game Enhancements 532
Summary 533
Appendix A About the CD ROM 535
Code Examples 535
API Documentation 535
Tools 536
Figures 536
Copyright and Licenses 536
System Requirements 536
Appendix B Software License 537
GNU General Public License 537
Index 543 |
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author | Heni, Martin |
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discipline_str_mv | Sport |
edition | 1. ed. |
format | Book |
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institution | BVB |
isbn | 1584504064 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-015045983 |
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physical | XXI, 554 S. graph. Darst. 1 CD-ROM ; 12 cm |
publishDate | 2006 |
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publisher | Charles River Media |
record_format | marc |
series2 | Game development series |
spelling | Heni, Martin Verfasser aut Open source game development QT games for KDE, PDAs, and Windows Martin Heni ; Andreas Beckermann 1. ed. Hingham, Mass. Charles River Media 2006 XXI, 554 S. graph. Darst. 1 CD-ROM ; 12 cm txt rdacontent n rdamedia nc rdacarrier Game development series Includes bibliographical references and index Computer games Programming Open source software Beckermann, Andreas Sonstige oth http://www.loc.gov/catdir/toc/ecip0515/2005019983.html Table of contents HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015045983&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Heni, Martin Open source game development QT games for KDE, PDAs, and Windows Computer games Programming Open source software |
title | Open source game development QT games for KDE, PDAs, and Windows |
title_auth | Open source game development QT games for KDE, PDAs, and Windows |
title_exact_search | Open source game development QT games for KDE, PDAs, and Windows |
title_exact_search_txtP | Open source game development QT games for KDE, PDAs, and Windows |
title_full | Open source game development QT games for KDE, PDAs, and Windows Martin Heni ; Andreas Beckermann |
title_fullStr | Open source game development QT games for KDE, PDAs, and Windows Martin Heni ; Andreas Beckermann |
title_full_unstemmed | Open source game development QT games for KDE, PDAs, and Windows Martin Heni ; Andreas Beckermann |
title_short | Open source game development |
title_sort | open source game development qt games for kde pdas and windows |
title_sub | QT games for KDE, PDAs, and Windows |
topic | Computer games Programming Open source software |
topic_facet | Computer games Programming Open source software |
url | http://www.loc.gov/catdir/toc/ecip0515/2005019983.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015045983&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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