Game Coding In C++
Game Coding In C++

Let's make a game in C++ (SDL,OpenGL) - Episode 1 - Setup
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Game Coding Complete $59.99 Welcome to Game Coding Complete, Third Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by a veteran game programmer, the book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C# tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice. |
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Game Coding Complete, 4th Edition $59.99 GAME CODING COMPLETE is the essential hands-on guide to developing commercial-quality games. Drawing on his in-depth industry experience, the authors take programmers through the complete process of developing a professional-quality game using hundreds of insider tricks and techniques developed and perfected in their nearly two decades in game development. The book takes a unique approach to understanding overall architecture--explaining how the different components of a game engine work together. Complete source code is included and every line is explained. Covering a range of topics that will appeal to the most discriminating programmers, GAME CODING COMPLETE also covers key issues that could trip up even veteran programmers. This updated fourth edition uses the latest versions of DirectX and Visual Studio, and it includes expanded chapter coverage of the C# editor, resource caching, network code, and other important updates to every chapter. |
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Game Coding Complete, Third Edition, 3rd Edition $59.99 Welcome to "Game Coding Complete, Third Edition," the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by a veteran game programmer, the book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C# tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice. |
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Secure Coding in C and C++ $4 No Synopsis Available |
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Game Coding Complete By McShaffry, Mike $62.11 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. Author: McShaffry, Mike Publication Date: 2009/03/10 Number of Pages: 908 Binding Type: Paperback Language: English Depth: 2.25 Width: 7.75 Height: 9.75 |
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Embedded C Coding Standard $47.78 No Synopsis Available |
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Channel Coding in Communication Networks $142 This book starts with a description of information theory by focusing on the quantitative measurement of information and by introducing two fundamental theorems on source and channel coding. It then discusses the basics of channel coding in two chapters, the first devoted to block codes and the second to convolutional codes. In these two chapters, the authors introduce weighted input and output decoding algorithms and recursive systematic convolutional codes, which are used in the rest of the book. In part one the book covers trellis coded modulations, which have their primary applications in high spectral efficiency transmissions. Part two is devoted to an advanced coding technique called turbo codes. These codes, invented in the 1990s by C. Berrou and A. Glavieux, show exceptional performance being at 0.35 dB of the Shannon theoretical limit. The book distinguishes between convolutional turbo codes and block turbo codes, and for each family, the authors present the coding and decoding principles, together with their performances. The book concludes with a chapter on the implementation of turbo codes in circuits. |
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Game Coding Complete, Third Edition $58.5 No Synopsis Available |
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Sockets, Shellcode, Porting, and Coding $51.95 The book is logically divided into 5 main categories with each category representing a major skill set required by most security professionals: 1. Coding The ability to program and script is quickly becoming a mainstream requirement for just about everyone in the security industry. This section covers the basics in coding complemented with a slue of programming tips and tricks in C/C++, Java, Perl and NASL. 2. Sockets The technology that allows programs and scripts to communicate over a network is sockets. Even though the theory remains the same communication over TCP and UDP, sockets are implemented differently in nearly ever language. 3. Shellcode Shellcode, commonly defined as bytecode converted from Assembly, is utilized to execute commands on remote systems via direct memory access. 4. Porting Due to the differences between operating platforms and language implementations on those platforms, it is a common practice to modify an original body of code to work on a different platforms. This technique is known as porting and is incredible useful in the real world environments since it allows you to not recreate the wheel. 5. Coding Tools The culmination of the previous four sections, coding tools brings all of the techniques that you have learned to the forefront. With the background technologies and techniques you will now be able to code quick utilities that will not only make you more productive, they will arm you with an extremely valuable skill that will remain with you as long as you make the proper time and effort dedications. *Contains never before seen chapters on writing and automating exploits on windows systems with all-new exploits. *Perform zero-day exploit forensics by reverse engineering malicious code. *Provides working code and scripts in all of the most common programming languages for readers to use TODAY to defend their networks. |
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The Art of Error Correcting Coding $100 Building on the success of the first edition, which offered a practical introductory approach to the techniques of error concealment, this book, now fully revised and updated, provides a comprehensive treatment of the subject and includes a wealth of additional features.  The Art of Error Correcting Coding, Second Edition explores intermediate and advanced level concepts as well as those which will appeal to the novice. All key topics are discussed, including Reed-Solomon codes, Viterbi decoding, soft-output decoding algorithms, MAP, log-MAP and MAX-log-MAP.  Reliability-based algorithms GMD and Chase are examined, as are turbo codes, both serially and parallel concatenated, as well as low-density parity-check (LDPC) codes and their iterative decoders. Features additional problems at the end of each chapter and an instructor’s solutions manual Updated companion website offers new C/C ++programs and MATLAB scripts, to help with the understanding and implementation of basic ECC techniques Easy to follow examples illustrate the fundamental concepts of error correcting codes Basic analysis tools are provided throughout to help in the assessment of the error performance block and convolutional codes of a particular error correcting coding (ECC) scheme for a selection of the basic channel models This edition provides an essential resource to engineers, computer scientists and graduate students alike for understanding and applying ECC techniques in the transmission and storage of digital information. |
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The CERT C Secure Coding Standard $41.09 No Synopsis Available |
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Programming an RTS Game with Direct3D $49.95 Making a commercial-quality RTS game takes thousands of dollars and a large team of talented people. So is it possible for a book to teach one person how to make their own RTS game? The answer is yes. Programming an RTS Game with Direct3D is such a reference. The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. In this book you'll learn how to make a very simple RTS game with all of the core elements. Don't be fooled though-- even this simple game will take a lot of knowledge and hard work. But during the process of making the game, you'll learn many general game programming skills, including terrain generation, skinned meshes, path fi nding, visual effects, sounds, networking, how to create a user interface, and much more. Each chapter deals with one or more specifi c component in the building process to mimic a logical project workfl ow from concept to completed game. The book begins by laying the theoretical framework and discussing RTS game design and various implementation issues. From there, you'll move on to implement component after component, until you are finally ready to put them all together to form an RTS game. Throughout the book, there is a heavy emphasis on coding and a lot of this code will be found in the example applications on the companion CD-ROM. |
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Windows Xp Xbox 360 Game Programming Using XNA Game Studio Express By Brzezinski, Jack $51.34 A practical handbook for game programmers and developers covers the fundamentals of XNA GSE, as well as the field of game programing, game consoles, and the basics of game design, discussing game architecture with a focus on Xbox 360 and the game coding process and taking users through two major game examplesa 2D strategy game and a 3D simulation gameto demostrate the topics of .NET, Direct X, C#, and objectoriented programming. Original. (Intermediate) Author: Harbour, Jonathan S. Publication Date: 2011/02/16 Number of Pages: 414 Binding Type: Paperback Language: English Depth: 1.00 Width: 7.00 Height: 8.75 |
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C# Game Programming $49.99 Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C#, a high-level programming language, and OpenGL, an industry favorite for graphics display. You’ll get an overview of the methods and libraries used to build good games, learn how to use those libraries and create your own, and finally build your own scrolling shooter game. You’ll even find tips and information on how to develop your own game ideas and you’ll have an excellent code base to work with. C# Game Programming: For Serious Game Creation provides you with all the information you need to take your game ideas from concept to completion. |
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Multiplayer Gaming and Engine Coding for the Torque Game Engine $62.4 No Synopsis Available |
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Professional XNA Game Programming $39.99 You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games. Whether you want to explore new worlds or speed down a city block in a souped up dragster, this book will get you up and running quickly. You'll learn how to implement 3D models, generate huge landscapes, map cool-looking shaders to your 3D objects, and much more. Nitschke also steps you through the development of your first fully functional racing game. You'll then be able to apply this information as you write your own XNA cross-platform games. What you will learn from this book:; Tricks for managing the game engine and user interface; How to program an old school shooter game and space adventure; Tips for improving racing game logic and expanding your game ideas; Methods for integrating amazing visual effects using advanced shader techniques; Steps for adding sound and music with XACT-bringing your game to life; How to fine-tune and debug your game for optimal performance. Who this book is for. This book is for anyone who wants to write their own games for the Xbox 360 or Windows platforms. You should have some experience coding with C# or a similar .NET language. Wrox Professional guides are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job. |
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3D Game Engine Architecture $86.95 Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community. *CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X. *A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required. *Emphasizes the application of software engineering principles and describes the architecture of large libraries. |
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A BEE C Match Game $14.98 A BEE C Match Game is a fast-paced letter matching game for all ages. You don't have to know how to spell to play, and you don't have to bee a spelling champ to win. Simply match letter to letter and collect 7 cards to win!For 2 players or 2 teams, ages 5 and up. |
January 31st, 2008 in
Programming | tags: c#, code, design, development, game coding in c++, game coding in c++ example, game coding in c++ for snake and ladder, maze game coding in c++, Programming, reference


US $600.99










