万本电子书0元读

万本电子书0元读

顶部广告

C++ Game Development Cookbook电子书

售       价:¥

3人正在读 | 0人评论 9.8

作       者:Druhin Mukherjee

出  版  社:Packt Publishing

出版时间:2016-05-30

字       数:129.3万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
Over 90 recipes to get you creating modern, fast, and high-quality games with C++About This Book·Level up your game programming skills with insightful recipes on building games in C++·Analyze the less commonly discussed problems with C++ applications to develop the best games·Improve the performance of your games with the new multi-threading and networking features of C++11Who This Book Is ForThis book is ideal for aspiring game developers who are proficient in C++ programming and are interested in developing games with C++. Some basic knowledge of game programming will be useful but is not necessary.What You Will Learn·Explore the basics of game development to build great and effective features for your game·Develop your first text-based game using the various concepts of object-oriented programming·Use algorithms when developing games with various sorting and searching techniques·Exploit data structures in a game's development for data storage·Create your first 2D game using GDI library and sprite sheet.·Build your first advanced 2D game of space invaders using patterns such as observer, fly-weight, abstract factory, command, state, and moreIn DetailC++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games.This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code.By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++.Style and approachEvery recipe of this guide covers a task that will help you build different aspects of a game, such as taking player input and displaying the output, using control flow to implement decision making, and so on. Each recipe begins with gentle introduction and key concepts, has illustrated examples of use, and ends with a detailed but informative description of the inner workings.
目录展开

C++ Game Development Cookbook

C++ Game Development Cookbook

Credits

About the Author

About the Reviewer

www.PacktPub.com

eBooks, discount offers, and more

Why Subscribe?

Preface

What this book covers

What you need for this book

Who this book is for

Sections

Getting ready

How to do it…

How it works…

There's more…

See also

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Game Development Basics

Introduction

Installing an IDE on Windows

Getting ready

How to do it…

How it works…

Choosing the right source control tool

Getting ready

How to do it…

How it works…

Using call stacks for memory storage

Getting ready

How to do it...

How it works…

Using recursions cautiously

Getting ready

How to do it…

How it works…

There's more…

Using pointers to store memory addresses

Getting ready

How to do it…

How it works…

There's more…

Casting between different datatypes

Getting ready

How to do it…

How it works…

Managing memory more effectively using dynamic allocation

Getting ready

How to do it…

How it works…

There's more…

Understanding the error messages

Using bitwise operations for advanced checks and optimization

Getting ready

How to do it…

How it works…

2. Object-Oriented Approach and Design in Games

Introduction

Using classes for data encapsulation and abstraction

Getting ready

How to do it…

How it works…

Using polymorphism to reuse code

Getting ready

How to do it…

How it works…

Using copy constructors

Getting ready

How to do it…

How it works…

Use operator overloading to reuse operators

Getting ready

How to do it…

How it works…

Use function overloading to reuse functions

Getting ready

How to do it…

How it works…

Using files for input and output

Getting ready

How to do it…

How it works…

Creating your first simple game

Getting ready

How to do it…

How it works…

Templates – when to use them

Getting ready

How to do it…

How it works…

3. Data Structures in Game Development

Introduction

Using more advanced data structures

Getting ready

How to do it…

How it works…

Using linked lists to store data

Getting ready

How to do it…

How it works…

Using stacks to store data

Getting ready

How to do it…

How it works…

Using queues to store data

Getting ready

How to do it…

How it works…

Using trees to store data

Getting ready

How to do it…

How it works…

Using graphs to store data

Getting ready

How to do it…

How it works…

Using STL lists to store data

Getting ready

How to do it…

How it works…

Using STL maps to store data

Getting ready

How to do it…

How it works…

Using STL hash tables to store data

Getting ready

How to do it…

How it works…

4. Algorithms for Game Development

Introduction

Using sorting techniques to arrange items

Getting ready

How to do it…

How it works…

Using searching techniques to look for an item

Getting ready

How to do it…

How it works…

Finding the complexity of an algorithm

Getting ready

How to do it…

How it works…

Finding the endian-ness of a device

Getting ready

How to do it…

How it works…

Using dynamic programming to break down a complex problem

Getting ready

How to do it…

How it works…

Using greedy algorithms to solve problems

Getting ready

How to do it…

How it works…

Using divide and conquer algorithms to solve problems

Getting ready

How to do it…

How it works…

5. Event-Driven Programming – Making Your First 2D Game

Introduction

Starting to make a Windows game

Getting ready

How to do it…

How it works…

Using Windows classes and handles

Getting ready

How to do it…

How it works…

Creating your first window

Getting ready

How to do it…

How it works…

Adding keyboard and mouse controls with text output

Getting ready

How to do it…

How it works…

Using Windows resources with GDI

Getting ready

How to do it…

How it works…

Using dialogs and controls

Getting ready

How to do it…

How it works…

Using sprites

Getting ready

How to do it…

How it works…

Using animated sprites

Getting ready

How to do it…

How it works…

6. Design Patterns for Game Development

Introduction

Using the singleton design pattern

Getting ready

How to do it…

How it works…

Using the factory method

Getting ready

How to do it…

How it works…

Using the abstract factory method

Getting ready

How to do it…

How it works…

Using the observer pattern

Getting ready

How to do it…

How it works…

Using the flyweight pattern

Getting ready

How to do it…

How it works…

Using the strategy pattern

Getting ready

How to do it…

How it works…

Using the command design pattern

Getting ready

How to do it…

How it works…

Creating an advanced game using design patterns

Getting ready

How to do it…

How it works…

7. Organizing and Backing Up

Introduction

Versions of source control

Getting ready

How to do it...

How it works...

Installing a versioning client

Getting ready

How to do it...

How it works...

Selecting a host to save your data

Getting ready

How to do it...

How it works...

Adding source control – committing and updating your code

Getting ready

How to do it...

How it works...

Resolving conflicts

Getting ready

How to do it...

How it works...

Creating a branch

Getting ready

How to do it...

How it works...

8. AI in Game Development

Introduction

Adding artificial intelligence to a game

Getting ready

How to do it…

How it works…

Using heuristics in a game

Getting ready

How to do it…

How it works…

Using a Binary Space Partition Tree

Getting ready

How to do it…

How it works…

Creating a decision making AI

Getting ready

How to do it...

How it works…

Adding behavioral movements

Getting ready

How to do it…

How it works…

Using neural network

Getting ready

How to do it…

How it works…

Using genetic algorithms

Getting ready

How to do it…

How it works…

Step 1 (Initial Population)

Step 2 (Fitness function)

Step 3 Cross-over

Step 4 Mutate

Using other waypoint systems

Getting ready

How to do it…

How it works…

9. Physics in Game Development

Introduction

Using physics rules in your game

Getting ready

How to do it…

How it works…

Making things collide

Getting ready

How to do it…

How it works…

Installing and integrating Box2D

Getting ready

How to do it…

How it works…

Making a basic 2D game

Getting ready

How to do it…

How it works…

Making a 3D game

Getting ready

How to do it…

How it works…

Creating a particle system

Getting ready

How to do it…

How it works…

Using ragdoll in your game

Getting ready

How to do it…

How it works…

10. Multithreading in Game Development

Introduction

Concurrency in games – creating a thread

Getting ready

How to do it…

How it works…

Joining and detaching a thread

Getting ready

How to do it…

How it works…

Passing arguments to a thread

Getting ready

How to do it…

How it works…

Avoiding deadlocks

Getting ready

How to do it…

How it works…

Data race and mutex

Getting ready

How to do it…

How it works…

Writing a thread-safe class

Getting ready

How to do it…

How it works…

11. Networking in Game Development

Introduction

Understanding the different layers

Getting ready

How to do it…

How it works…

Selecting the appropriate protocol

Getting ready

How to do it…

How it works…

Serializing the packets

Getting ready

How to do it…

How it works…

Using socket programming in games

Getting ready

How to do it…

How it works…

Sending the data

Getting ready

How to do it…

How it works…

Receiving the data

Getting ready

How to do it…

How it works…

Dealing with lag

Getting ready

How to do it…

How it works…

Using synchronized simulation

Getting ready

How to do it…

How it works…

Using area of interest filtering

Getting ready

How to do it…

How it works…

Using local perception filter

Getting ready

How to do it…

How it works…

12. Audio in Game Development

Introduction

Installing FMOD

Getting ready

How to do it…

How it works…

Adding background music

Getting ready

How to do it…

How it works…

Adding sound effects

Getting ready

How to do it…

How it works…

Creating a sound effect manager

Getting ready

How to do it…

How it works…

Dealing with multiple sound file names

Getting ready

How to do it…

How it works…

13. Tips and Tricks

Introduction

Effectively commenting your code

Getting ready

How to do it…

How it works…

Using bit fields in a struct

Getting ready

How to do it…

How it works…

Writing a sound technical design document

Getting ready

How to do it…

How it works…

Using the const keyword to optimize your code

Getting ready

How to do it…

How it works…

Using bit shift operators in an enum

Getting ready

How to do it…

How it works…

Using the new lambda function of C++ 11

Getting ready

How to do it…

How it works…

Index

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部