Game coding complete:
Takes programmers through the complete process of developing a professional quality game, covering a range of topics such as the key "gotcha" issues that could trip up even a veteran programmer, game interface design, game audio, and game engine technology.
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Boston, Mass.
Charles River Media
2009
|
Ausgabe: | 3. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Takes programmers through the complete process of developing a professional quality game, covering a range of topics such as the key "gotcha" issues that could trip up even a veteran programmer, game interface design, game audio, and game engine technology. |
Beschreibung: | XXXVI, 908 S. Ill., graph. Darst. |
ISBN: | 9781584506805 1584506806 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV035844506 | ||
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007 | t | ||
008 | 091125s2009 ad|| |||| 00||| eng d | ||
020 | |a 9781584506805 |9 978-1-58450-680-5 | ||
020 | |a 1584506806 |9 1-58450-680-6 | ||
035 | |a (OCoLC)317481875 | ||
035 | |a (DE-599)BVBBV035844506 | ||
040 | |a DE-604 |b ger |e rakwb | ||
041 | 0 | |a eng | |
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245 | 1 | 0 | |a Game coding complete |c Mike McShaffry et al. |
250 | |a 3. ed. | ||
264 | 1 | |a Boston, Mass. |b Charles River Media |c 2009 | |
300 | |a XXXVI, 908 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
520 | 3 | |a Takes programmers through the complete process of developing a professional quality game, covering a range of topics such as the key "gotcha" issues that could trip up even a veteran programmer, game interface design, game audio, and game engine technology. | |
650 | 7 | |a Computer games - Computer software |2 sears | |
650 | 4 | |a Computer games |x Programming | |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
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689 | 0 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a McShaffry, Mike |e Sonstige |4 oth | |
856 | 4 | 2 | |m Digitalisierung UB Passau |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018702731&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-018702731 |
Datensatz im Suchindex
_version_ | 1804140814263123968 |
---|---|
adam_text | CONTENTS
Introduction
XXVII
Part I: game programming fundamentals
Chapter
і
what is Game Programming Really like?
The Good
The Job
The People
The Tools
—
Software Development Kits (SDKs)
The Hardware
The Platforms
The Show
The Bad
Game Programming Is Freaking Hard
Bits and Pieces
That s Not a Bug
—
That s a Feature
The Tools
The Ugly
Hitting a Moving Target
Crunch Mode (and Crunch Meals)
Bah Humbug
Operating System Hell
Fluid Nature of Employment
It s All Worth It, Right?
Chapter
2
What s in a Game?
Game Architecture
Applying the Game Architecture
Application Layer
Reading Input
File Systems and Resource Caching
Managing Memory
Initialization, the Main Loop, and Shutdown
Other Application Layer Code
3
4
5
6
7
11
12
12
12
14
15
16
16
17
18
18
19
20
21
22
24
26
27
27
28
29
29
xiv
Game Coding Complete, Third Edition
Game Logic
31
Game State and Data Structures
31
Physics and Collision
32
Events
33
Process Manager
33
Command Interpreter
34
Game View for the Human Player
35
Graphics Display
36
Audio
38
User Interface Presentation
38
Process Manager
39
Options
39
Multiplayer Games
39
Game Views for
Al
Agents
40
Networked Game Architecture
41
Remote Game View
41
Remote Game Logic
42
Do I Have to Use DirectX?
43
Design Philosophy of DirectX
43
Direct3D or
OpenGL 44
DirectSound or What?
45
Directlnput or Roll Your Own
45
Other Bits and Pieces
46
Further Reading
46
Chapter
3
Coding Tidbits and Style That Will Save You
47
Smart Design Practices
48
Avoiding Hidden Code and
Nontrivial
Operations
49
Class Hierarchies: Keep Them Flat
50
Inheritance Versus Containment
51
Virtual Functions Gone Bad
52
Use Interface Classes
53
Consider Using Factories
54
Use Streams to Initialize Objects
55
Smart Pointers and Naked Pointers
56
Reference Counting
56
Boost C++ sshared_ptr
58
Contents xv
Using
Memory
Correctly
61
Understanding the Different Kinds of Memory
62
Optimizing Memory Access
65
Memory Alignment
67
Virtual Memory
68
Writing Your Own Memory Manager
69
Mike s Grab Bag of Useful Stuff
72
An Excellent Random Number Generator
72
Supporting Optional Variables with Optional<T>
74
Pseudo-Random Traversal of a Set
78
Developing the Style That s Right for You
80
Further Reading
81
Chapter
4
Building Your Game
83
A Little Motivation
84
Creating a Project
85
Build Configurations
85
Create a Bullet-Proof Directory Structure
86
Where to Put Your Game Engine and Tools
88
Setting Visual Studio Build Options
89
Multiplatform Projects
91
Source Code Repositories and Version Control
93
Visual SourceSafe from Microsoft
94
Subversion and TortoiseSVN
95
Perforce by Perforce Software
96
AlienBrain from Avid
97
Using Source Control Branches
98
Building the Game: A Black Art?
100
Automate Your Builds
101
The Build Machine
102
Automated Build Scripts
102
Creating Build Scripts
104
Normal Build
104
Milestone Build
105
Multiple Projects and Shared Code
108
Some Parting Advice
109
part il:
Get Your Game Running
Chapter
5
Game Initialization and Shutdown
Initialization
101
Some
C++
Initialization Pitfalls
Exception Handling
The Game s Application Layer
WinMain
The Application Layer: GameCodeApp
Initlnstancef): Checking System Resources
Checking for Multiple Instances of Your Game
Checking Hard Drive Space
Checking Memory
Calculating CPU Speed
What About Estimating VRAM?
Do You Have a Dirtbag on Your Hands?
Initialize Your Resource Cache
Your Script Manager and the Events System
Initialize DirectX and Create Your Window
Create Your Game Logic and Game View
Create the DirectX D3D Device
Load Your User Options and Save Game
Stick the Landing: A Nice Clean Exit
How Do I Get Out of Here?
Forcing Modal Dialog Boxes to Close
Shutting Down the Game
What About Consoles?
Getting In and Getting Out
Chapter
б
Controlling the Main loop
Inside the Main Loop
Rendering and Presenting the Display
Your Callback Functions for Updating and Rendering
Game Logic
A Simple Cooperative Multitasker
Examples of Classes that Inherit from CProcess
More Uses of CProcess Derivatives
A Base Class for Game Actors and Game Logic
Can I Make a Game Yet?
149
150
151
153
154
156
162
163
163
167
CHAPTER
7
LOADING AND CACHING GAME DATA
Game Resources: Formats and Storage Requirements
3D
Object Meshes and Environments
Animation Data
Map/Level Data
Texture Data
Bitmap Color Depth
Video and Prerendered Cinematics
Resource Files
Packaging Resources into a Single File
Other Benefits of Packaging Resources
Data Compression and Performance
Zlib: Open Source Compression
The Resource Cache
IResourceFile Interface
ResHandle: Tracking Loaded Resources
ResCache: A Simple Resource Cache
Caching Resources into DirectX,
et al.
World Design and Cache Prediction
I m Out of Cache
Chapter
8
Programming Input Devices
Getting the Device State
Using Directlnput
A Few Safety Tips
Working with the Mouse (and Joystick)
Capturing the Mouse
Making a Mouse Drag Work
Working with a Game Controller
Dead Zones
Normalizing Input
One Stick, Two Stick, Red Stick, Blue Stick
Ramping Control Values
Working with the Keyboard
Mike s Keyboard Snooper
GetAsyncKeyStateO and Other Evils
Handling the Alt Key Under Windows
What, No Dance Pad?
169
171
172
174
175
175
176
179
182
183
183
184
185
190
192
193
194
200
200
204
205
206
209
211
214
214
217
220
220
223
225
226
226
227
231
232
232
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
Hot Keys
Tooltips
Context-Sensitive Help
Dragging
Sounds and Animation
Some Final User Interface Tips
233
234
244
247
249
254
259
260
261
263
264
264
265
265
266
266
266
Part III: Core Game technologies
Chapter
10
game event Management
Game Events
Events and Event Data
The Event Listener
The Event Manager
Further Work
What Game Events Are Important?
Distinguishing Events from Processes
Further Reading
Chapter
11
Scripting with
Lua
What Is Scripting?
Data-Driven
Software Design
Data Definition Versus Runtime Game Control
Pros and Cons of Using a Scripting Language
Common Scripting Paradigms
Data Definition Only
Graphical
Interpreted Script Languages
271
272
273
279
283
301
301
303
303
305
306
307
307
308
309
309
309
309
Contents xix
Introducing
Lua
310
Lack of Strong Typing
311
Tables
312
Metatables
314
Garbage Collection
315
Virtual Machines
315
Getting Started with a Lua Wrapper
—
LuaPlus
315
Where to Get LuaPlus
315
Are We Actually Going to Write Some Code Now?
316
Mind the Gap!
318
What Lives in Code, and What Lives in Script?
318
From Code to Script and Back Again
319
Wanna Buy a Bridge?
320
I m Totally Wired
321
Additions to the Event Data Class
323
Registering Events
323
Serializing Events for Code and Script
331
Do You Hear What I Hear?
333
Script-Side Listeners
334
Creating a ScriptEventListener
336
Triggering an Event from Script
338
Let s Get OOP-Able!
338
Script Actor Listeners
340
Debugging Script
343
Caveman Debugging
344
Console
344
Symbolic Debuggers
345
Integrated Debuggers
345
External Debuggers
345
Introducing
Decoda
346
Famous Last Words: An Exercise for the Reader
347
Pitfalls
347
Further Study
348
Special Thanks
350
References
350
Online
350
Books
351
XX
Game Coding Complete, Third Edition
Chapters Game Audio
How Sound Works
Digital Recording and Reproduction
Sound Files
A Quick Word About Threads and Synchronization
Game Sound System Architecture
Sound Resources and Handles
lAudioBuffer Interface and AudioBuffer Class
lAudio Interface and Audio Class
DirectSound Implementations
Sound Processes
Launching Sound Effects
Other Technical Hurdles
Sounds and Game Objects
Timing and Synchronization
Mixing Issues
Some Random Notes
Data-Driven Sound Settings
Background Ambient Sounds and Music
Speech
The Last Dance
CHAPTERS
3D
BASICS
3D
Graphics Pipeline
3D
Math
101
Coordinates and Coordinate Systems
Vector Mathematics
C++
Math Classes
Vector Classes
Matrix Mathematics
Quaternion Mathematics
View Transformation
Projection Transformation
Enough Math
—
Please Stop
Triangles
Lighting, Normals, and Color
Textured Vertices
Other Vertex Data
353
354
356
357
358
359
360
372
375
378
391
396
397
397
397
399
401
402
402
403
406
407
408
409
410
413
419
419
421
431
436
437
439
439
441
444
445
Contents
xxi
Triangle
Meshes
Indexed Triangle Meshes
Materials
Texturing
Subsampling
Мір
-Mapping
3D
Graphics
—
It s Just the Beginning
CHAPTER
14 3D
SCENES
Chapter
15
The Plane Class
The Frustum Class
Scene Graph Basics
ISceneNode Interface Class
SceneNodeProperties and RenderPass
SceneNode
—
It All Starts Here
The Scene Graph Manager Class
Special Scene Graph Nodes
Implementing Separate Render Passes
A Simple Camera
Building and Rendering Simple Geometry
Rendering the Sky
Using Meshes in Your Scene
What About Shaders?
The .FX File
The EffectManager Class
The ShaderMeshNode Class
What s Missing?
Still Hungry?
Further Reading
Collision and simple physics
Mathematics for Physics Refresher
Meters, Feet, Cubits, or Kellicams?
Distance, Velocity, and Acceleration
Mass, Acceleration, and Force
Rotational Inertia, Angular Velocity, and Torque
Distance Calculations and Intersections
Choosing a Physics SDK
Object Properties
445
448
452
455
456
458
459
461
462
463
468
468
471
473
480
491
494
498
503
508
509
514
516
519
520
521
523
525
525
526
527
530
531
532
534
xxii
Game Coding Complete, Third Edition
Collision Hulls
535
Requirements of Good Collision Geometry
535
Visible Geometry Versus Collision Geometry
537
Collision Hulls for Human Characters
538
Special Objects: Stairs, Doorways, and Trees
540
Using a Collision System
541
Integrating a Physics SDK
543
Components of the Bullet SDK
547
Receiving Collision Events
560
A Final Word on Integrating Physics SDKs
562
But Wait, There s So Much More
563
Chapter
16
Network Programming Primer
565
How the Internet Works
566
Winsock or Berkeley?
567
Internet Addresses
568
The Domain Name System
570
Useful Programs and Files
572
Sockets API
572
Sockets Utility Functions
573
Domain Name Service (DNS) Functions
575
Sockets Initialization and Shutdown
576
Creating Sockets and Setting Socket Options
577
Server Functions
582
Socket Reading and Writing
585
Making a Multiplayer Game with Sockets
586
Packet Classes
587
Core Socket Classes
590
A Socket Class for Listening
599
A Socket Manager Class
601
Core Client-Side Classes
610
Core Server-Side Classes
611
Wiring Sockets into the Event System
612
Gosh, if It s That Easy
620
Contents
xxiii
Part IV: advanced Topics and Bringing It all Together
Chapter
17
an Introduction
то
game
Al
623
Intro to
Al
concepts
624
Movement
625
Path Finding
627
A* (A-Star)
633
Making a Professional Game
640
Simple Decision Making
641
State Machines
642
Making a Professional Game
650
Advanced Decision Making
651
Fuzzy Logic
651
Goal-Oriented Agents
652
Types of Game
Al
653
Simple Action Games and Platformers
653
Shooters
653
Strategy Games
653
Role-Playing Games
654
Further Reading
654
Chapter
18
introduction to Multiprogramming
655
What Multiprogramming Does
656
Creating Threads
658
Process Synchronization
660
Test and Set, the Semaphore, and the Mutex
661
The
Win32
Critical Section
662
Interesting Threading Problems
663
Thread Safety
665
Multithreading Classes
665
The RealtimeProcess Class
666
Sending Events from
Real-Time
Processes
669
The RealtimeEventListener Class
672
Background Decompression of a ZIP File
673
Further Work
676
About the Hardware
677
About the Future
678
xxiv
Game Coding Complete, Third Edition
Chapter
19 A Game
of teapot Wars!
Game Actors
681
The ActorParams Class
683
TeapotParams and TeapotMeshNode Classes
690
How About GridParams and SphereParams?
696
Game Events
696
The Application Layer
701
The Game Logic
703
The TeapotWarsGame Class
706
The TeapotWarsEventListener Class
715
The Game View for a Human Player
722
The ScreenElementScene Class
723
The TeapotWarsGameView Class
723
The TeapotWarsGameViewListener Class
731
The Teapot Controller
734
The
Al
View and Listener
736
More Teapot Wars, if You Are Willing
739
A SIMPLE GAME EDITOR IN C#
741
What Should a Level Editor Do?
742
WhyC#?
742
How the Editor Is Put Together
742
The Editor Architecture
743
The Application Layer
743
The Editor s Logic Class
744
The Editor View
748
Wrapping Up the Editor Architecture
751
Differences Between Managed-Code Land and Unmanaged-Code Land
752
Functions to Access the Editor Game Engine
752
Creating the DLL
755
The C# Editor Application
756
C# Basic Editor App
757
C# NativeMethods Class
758
The EngineDisplayForm Class
759
The C# MessageHandler Class
762
The C# Program Class
765
Contents xxv
Getting
Information
About
Ärtors
in the Level
766
Adding Accessor Functions to the Editor Game Engine
767
Adding Functions to the Editor DLL
771
Displaying Actor Properties in the Editor
772
Creating, Changing, and Removing
Ärtors
778
The ActorCreationForm Class
781
Adding Actor Update Methods to ActorPropertiesForm
786
Saving and Loading Levels
787
Future Work
795
Special Thanks
795
Further Reading
796
Online
796
chapter
21
Debugging Your Game
797
The Art of Handling Failure
799
Debugging Basics
801
Using the Debugger
803
Installing Windows Symbol Files
806
Debugging Full-Screen Games
808
Remote Debugging
809
Debugging
Minidumps
811
Debugging Techniques
817
Debugging Is an Experiment
818
Reproducing the Bug
821
Eliminating Complexity
822
Setting the Next Statement
823
Assembly Level Debugging
824
Peppering the Code
827
Draw Debug Information
828
Lint and Other Code Analyzers
829
Nu-Mega s BoundsChecker and Runtime Analyzers
829
Disappearing Bugs
829
Tweaking Values
830
Caveman Debugging
830
When All Else Fails
832
Different Kinds of Bugs
832
Memory Leaks and Heap Corruption
833
Game Data Corruption
837
xxvi
Game Coding Complete, Third Edition
Stack Corruption
839
Cut and Paste Bugs
839
Running Out of Space
840
Release Mode Only Bugs
841
Multithreading Gone Bad
841
Weird Ones
842
Parting Thoughts
844
Further Reading
844
Chapter
22
driving to the Finish
845
Finishing Issues
847
Quality
847
Code
850
Content
854
Dealing with Big Trouble
855
Projects Seriously Behind Schedule
856
Personnel-Related Problems
863
Your Competition Beats You to the Punch
865
There s No Way Out—or Is There?
866
One Last Word—Don t Panic
866
The Light—It s Not a Train After All
867
Test the Archive
868
The Patch Build or the Product Demo
868
The Post-Mortem
869
What to Do with Your Time
870
Index
871
|
any_adam_object | 1 |
building | Verbundindex |
bvnumber | BV035844506 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 323 ST 324 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)317481875 (DE-599)BVBBV035844506 |
dewey-full | 794.8 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 794.8/1526 |
dewey-search | 794.8 794.8/1526 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | 3. ed. |
format | Book |
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id | DE-604.BV035844506 |
illustrated | Illustrated |
indexdate | 2024-07-09T22:05:57Z |
institution | BVB |
isbn | 9781584506805 1584506806 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018702731 |
oclc_num | 317481875 |
open_access_boolean | |
owner | DE-739 DE-523 DE-91G DE-BY-TUM |
owner_facet | DE-739 DE-523 DE-91G DE-BY-TUM |
physical | XXXVI, 908 S. Ill., graph. Darst. |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Charles River Media |
record_format | marc |
spelling | Game coding complete Mike McShaffry et al. 3. ed. Boston, Mass. Charles River Media 2009 XXXVI, 908 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Takes programmers through the complete process of developing a professional quality game, covering a range of topics such as the key "gotcha" issues that could trip up even a veteran programmer, game interface design, game audio, and game engine technology. Computer games - Computer software sears Computer games Programming Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 McShaffry, Mike Sonstige oth Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018702731&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Game coding complete Computer games - Computer software sears Computer games Programming Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 |
title | Game coding complete |
title_auth | Game coding complete |
title_exact_search | Game coding complete |
title_full | Game coding complete Mike McShaffry et al. |
title_fullStr | Game coding complete Mike McShaffry et al. |
title_full_unstemmed | Game coding complete Mike McShaffry et al. |
title_short | Game coding complete |
title_sort | game coding complete |
topic | Computer games - Computer software sears Computer games Programming Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Computer games - Computer software Computer games Programming Programmierung Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018702731&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT mcshaffrymike gamecodingcomplete |