The black art of multiplatform game programming:
Gespeichert in:
1. Verfasser: | |
---|---|
Weitere Verfasser: | |
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Australia
Cengage Learning, Professional, Technical, Reference
[2015]
|
Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | "A comprehensive guide to Windows and Linux game development with SDL"--Cover. - "Cengage Learning PTR.". - Includes index Print version record |
Beschreibung: | 1 online resource (xxii, 338 pages) illustrations |
ISBN: | 9781305110397 1305110390 9781305110380 1305110382 |
Internformat
MARC
LEADER | 00000nmm a2200000zc 4500 | ||
---|---|---|---|
001 | BV043785594 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | cr|uuu---uuuuu | ||
008 | 160920s2015 |||| o||u| ||||||eng d | ||
020 | |a 9781305110397 |9 978-1-305-11039-7 | ||
020 | |a 1305110390 |9 1-305-11039-0 | ||
020 | |a 9781305110380 |9 978-1-305-11038-0 | ||
020 | |a 1305110382 |9 1-305-11038-2 | ||
035 | |a (ZDB-4-EBA)ocn877832867 | ||
035 | |a (OCoLC)877832867 | ||
035 | |a (DE-599)BVBBV043785594 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-1046 |a DE-1047 | ||
082 | 0 | |a 794.8151 |2 23 | |
100 | 1 | |a Yamamoto, Jazon |e Verfasser |4 aut | |
245 | 1 | 0 | |a The black art of multiplatform game programming |c Jazon Yamamoto ; foreword by André Lamothe |
264 | 1 | |a Australia |b Cengage Learning, Professional, Technical, Reference |c [2015] | |
264 | 4 | |c © 2015 | |
300 | |a 1 online resource (xxii, 338 pages) |b illustrations | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
500 | |a "A comprehensive guide to Windows and Linux game development with SDL"--Cover. - "Cengage Learning PTR.". - Includes index | ||
500 | |a Print version record | ||
505 | 8 | |a The black art of multiplatform game programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library | |
505 | 8 | |a Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future | |
650 | 7 | |a GAMES / Board |2 bisacsh | |
650 | 4 | |a Video games |x Programming |a Computer games |x Programming |a Computer graphics | |
700 | 1 | |a LaMothe, André |4 aui | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Black Art of Multiplatform Game Programming |
912 | |a ZDB-4-EBA | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-029196654 | ||
966 | e | |u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=755894 |l FAW01 |p ZDB-4-EBA |q FAW_PDA_EBA |x Aggregator |3 Volltext | |
966 | e | |u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=755894 |l FAW02 |p ZDB-4-EBA |q FAW_PDA_EBA |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1804176621343604736 |
---|---|
any_adam_object | |
author | Yamamoto, Jazon |
author2 | LaMothe, André |
author2_role | aui |
author2_variant | a l al |
author_facet | Yamamoto, Jazon LaMothe, André |
author_role | aut |
author_sort | Yamamoto, Jazon |
author_variant | j y jy |
building | Verbundindex |
bvnumber | BV043785594 |
collection | ZDB-4-EBA |
contents | The black art of multiplatform game programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future |
ctrlnum | (ZDB-4-EBA)ocn877832867 (OCoLC)877832867 (DE-599)BVBBV043785594 |
dewey-full | 794.8151 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8151 |
dewey-search | 794.8151 |
dewey-sort | 3794.8151 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>03146nmm a2200457zc 4500</leader><controlfield tag="001">BV043785594</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">160920s2015 |||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781305110397</subfield><subfield code="9">978-1-305-11039-7</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1305110390</subfield><subfield code="9">1-305-11039-0</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781305110380</subfield><subfield code="9">978-1-305-11038-0</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1305110382</subfield><subfield code="9">1-305-11038-2</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-4-EBA)ocn877832867</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)877832867</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV043785594</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-1046</subfield><subfield code="a">DE-1047</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.8151</subfield><subfield code="2">23</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Yamamoto, Jazon</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">The black art of multiplatform game programming</subfield><subfield code="c">Jazon Yamamoto ; foreword by André Lamothe</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Australia</subfield><subfield code="b">Cengage Learning, Professional, Technical, Reference</subfield><subfield code="c">[2015]</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">© 2015</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (xxii, 338 pages)</subfield><subfield code="b">illustrations</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">"A comprehensive guide to Windows and Linux game development with SDL"--Cover. - "Cengage Learning PTR.". - Includes index</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Print version record</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">The black art of multiplatform game programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">GAMES / Board</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Video games</subfield><subfield code="x">Programming</subfield><subfield code="a">Computer games</subfield><subfield code="x">Programming</subfield><subfield code="a">Computer graphics</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">LaMothe, André</subfield><subfield code="4">aui</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe</subfield><subfield code="a">Black Art of Multiplatform Game Programming</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-029196654</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=755894</subfield><subfield code="l">FAW01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FAW_PDA_EBA</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=755894</subfield><subfield code="l">FAW02</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FAW_PDA_EBA</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV043785594 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:35:04Z |
institution | BVB |
isbn | 9781305110397 1305110390 9781305110380 1305110382 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029196654 |
oclc_num | 877832867 |
open_access_boolean | |
owner | DE-1046 DE-1047 |
owner_facet | DE-1046 DE-1047 |
physical | 1 online resource (xxii, 338 pages) illustrations |
psigel | ZDB-4-EBA ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | Cengage Learning, Professional, Technical, Reference |
record_format | marc |
spelling | Yamamoto, Jazon Verfasser aut The black art of multiplatform game programming Jazon Yamamoto ; foreword by André Lamothe Australia Cengage Learning, Professional, Technical, Reference [2015] © 2015 1 online resource (xxii, 338 pages) illustrations txt rdacontent c rdamedia cr rdacarrier "A comprehensive guide to Windows and Linux game development with SDL"--Cover. - "Cengage Learning PTR.". - Includes index Print version record The black art of multiplatform game programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future GAMES / Board bisacsh Video games Programming Computer games Programming Computer graphics LaMothe, André aui Erscheint auch als Druck-Ausgabe Black Art of Multiplatform Game Programming |
spellingShingle | Yamamoto, Jazon The black art of multiplatform game programming The black art of multiplatform game programming covers all the skills necessary to create amazing games. It will take you all the way from pixel plotting to full-blown game development. Written with beginners in mind, this book assumes no prior knowledge of game programming--anyone can learn how to program exciting video games using this book. Inside you'll find an introduction to game development on multiple platforms using SDL, extensive coverage of coding techniques used by programming gurus, a complete guide to game engine design and implementation, a modern approach to software architecture, and advanced programming procedures and optimizations. Downloadable files include all the source code used in this book, video tutorials for each chapter, standard tools used for game development, and the SDL standard development library Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future GAMES / Board bisacsh Video games Programming Computer games Programming Computer graphics |
title | The black art of multiplatform game programming |
title_auth | The black art of multiplatform game programming |
title_exact_search | The black art of multiplatform game programming |
title_full | The black art of multiplatform game programming Jazon Yamamoto ; foreword by André Lamothe |
title_fullStr | The black art of multiplatform game programming Jazon Yamamoto ; foreword by André Lamothe |
title_full_unstemmed | The black art of multiplatform game programming Jazon Yamamoto ; foreword by André Lamothe |
title_short | The black art of multiplatform game programming |
title_sort | the black art of multiplatform game programming |
topic | GAMES / Board bisacsh Video games Programming Computer games Programming Computer graphics |
topic_facet | GAMES / Board Video games Programming Computer games Programming Computer graphics |
work_keys_str_mv | AT yamamotojazon theblackartofmultiplatformgameprogramming AT lamotheandre theblackartofmultiplatformgameprogramming |