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Software Engineering and Computer Games

Autor Rudy Rucker
en Limba Engleză Paperback – 12 noi 2002
"This book should be a requirement of anyone that wants to write games – period"
André Lamothe, author and CEO of Xtreme Games

There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science.

Software Engineering and Computer Games uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to incorporate them into the design process.

The book covers nine topics:
1) Basic software engineering principles and techniques.
2) How to organize and complete a substantial software project
3) Practical examples of object-oriented design and programming.
4) The design of computer games.
5) Simulating physics inside our computer-generated worlds.
6) Artificial life, or how to simulate live creatures inside a computer program.
7) How to use two and three-dimensional computer graphics.
8) Windows programming with the Microsoft Foundation Classes, or MFC.
9) How to develop a project using Microsoft Visual Studio(Either Version 6.0 or .NET)

The game engine accompanying the book is an open source C++ framework (the POP Framework), available together with other accompanying material from the website.
The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games.

Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.

 
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Specificații

ISBN-13: 9780201767919
ISBN-10: 0201767910
Pagini: 648
Dimensiuni: 156 x 234 mm
Greutate: 0.97 kg
Ediția:1
Editura: Pearson Education
Colecția Addison Wesley
Locul publicării:Harlow, United Kingdom

Cuprins

Introduction

Part I A Computer Game Software Project
1. Projects and Games
2. Basics of Software Engineering
3. The Pop Framework
4. Object-Oriented Software Engineering
5. Software Design Patterns
6. Animation
7. Simulating Physics
8. Critters
9. Sprites
10. Games
11. Collisions
12. Listeners
13. Shooters and Bullets
14. 2D Shooting Games
15. 3D Shooting Games
16. Sports Games
17. Selection Games
18. Interesting Worlds
19.More Ideas for Games

Part II Tools and Techniques
20. Using Microsoft Visual Studio
21. Tools for Software Engineering
22. Topics in C++
23. Programming Windows with MFC
24. 2D and 3D Graphics
25. windows Graphics
26. OpenGL Graphics
27. Menus and Toolbars
28. Mouse, Cursor and Keyboard
29. Dialog and Splitter Views
30. Serialization
31. Sound
32. Bitmaps

Apendix A The Windows Keycodes
Appendix B The Pop Help File

Notă biografică

Rudy Rucker is Professor in the Department of Computer Science at San José State University, California. He is the author of more than 20 books ranging through popular science and historical novels to science fiction, twice winning the Philip K Dick Award for best paperback SF novel of the year. Software projects he has contributed to include Rudy Rucker’s Cellular Automata Laboratory, James Gleick’s CHAOS: The Software and BOPPERS: Artificial Life Laboratory.

Caracteristici

  • Teaches a lively style of object-oriented software engineering.
  • Shows how to bring a complete program to the level of a commercial release.
  •  Provides a 'game engine' framework of linked classes for game development.
  • Help students create computer games that are interactive, rapidly executing, and visually beautiful.