Game Programming Patterns

Author: Robert Nystrom

Publisher: Genever Benning

ISBN: 0990582914

Category: Computers

Page: 354

View: 1337

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Game Programming Patterns

Author: Robert Nystrom

Publisher: N.A

ISBN: 9780990582908

Category: Computer games

Page: 345

View: 1969

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Game Development Patterns and Best Practices

Author: John P. Doran,Matt Casanova

Publisher: Packt Publishing Ltd

ISBN: 178712696X

Category: Computers

Page: 394

View: 5611

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Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

Game Programming Algorithms and Techniques

A Platform-agnostic Approach

Author: Sanjay Madhav

Publisher: Pearson Education

ISBN: 0321940156

Category: Computers

Page: 329

View: 4269

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Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Core Techniques and Algorithms in Game Programming

Author: Daniel Sánchez-Crespo Dalmau

Publisher: New Riders

ISBN: 9780131020092

Category: Computers

Page: 854

View: 9441

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Furnishes a valuable compilation of core techniques and algorithms used to code computer and video games, coverin such topics as code design, data structures, design patters, AI, scripting engines, network programming, 2D programming, 3D pipelines, and texture mapping and furnishing code samples in C++ and Open GL and DirectX APIs. Original. (Advanced)

Game Engine Architecture, Third Edition

Author: Jason Gregory

Publisher: CRC Press

ISBN: 1351974270

Category: Computers

Page: 1240

View: 9065

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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

Programming 2D Games

Author: Charles Kelly

Publisher: CRC Press

ISBN: 1466508701

Category: Computers

Page: 438

View: 5745

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A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D Games The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.

Game Programming Gems 8

Author: Adam Lake

Publisher: Cengage Learning

ISBN: 1435457714

Category: Computers

Page: 648

View: 7399

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Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Pro

Patterns in Game Design

Author: Staffan Bjork,Jussi Holopainen

Publisher: Charles River Media

ISBN: 9781584503545

Category: Art

Page: 423

View: 4104

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"Patterns in Game Design" provides professional and aspiring game designers with the tools they need to really understand how games are made. By studying the various game design patterns provided throughout the book, one can gain a thorough understanding of what game play is and how to design better games.

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Author: Eric Lengyel

Publisher: Cengage Learning

ISBN: 1435458877

Category: Computer games

Page: 576

View: 3395

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This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv

3D Math Primer for Graphics and Game Development, 2nd Edition

Author: Fletcher Dunn,Ian Parberry

Publisher: CRC Press

ISBN: 1568817231

Category: Computers

Page: 846

View: 5070

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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Multiplayer Game Programming

Architecting Networked Games

Author: Josh Glazer,Sanjay Madhav

Publisher: Addison-Wesley Professional

ISBN: 0134034341

Category: Computers

Page: 384

View: 3389

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The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook . Instructors will also find a full set of PowerPoint slides and a sample syllabus.

Python Programming Patterns

Author: Thomas W. Christopher

Publisher: Prentice Hall

ISBN: N.A

Category: Computers

Page: 538

View: 5946

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The goal of this book is to prepare readers to write medium to large size programs in Python - by this we mean containing thousands of lines of codes. This book will teach both the Python programming language and large-scale programming using object-oriented techniques.

Game Coding Complete

Author: Mike “MrMike” McShaffry

Publisher: Nelson Education

ISBN: 1584506962

Category:

Page: N.A

View: 3427

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Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? David Perry on Game Design: A Brainstorming Toolbox is a brainstorming and strategy guide for game designers, filled with inspiration-generating t

C# Game Programming: For Serious Game Creation

Author: Daniel Schuller

Publisher: Cengage Learning

ISBN: 1435456238

Category: C#

Page: 439

View: 3068

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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 compli

Artificial Intelligence for Games

Author: Ian Millington,John Funge

Publisher: CRC Press

ISBN: 1498785816

Category: Computers

Page: 872

View: 4935

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Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

Game Mechanics

Advanced Game Design

Author: Ernest Adams,Joris Dormans

Publisher: New Riders

ISBN: 0132946688

Category: Computers

Page: 360

View: 5414

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This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

C++ for Game Programmers

Author: Michael Dickheiser

Publisher: N.A

ISBN: 9781584504528

Category: Computers

Page: 480

View: 7370

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C++ for Game Programmers, Second Edition is a completely updated and expanded edition of this best-selling reference. Written for experienced C++ programmers entering the game industry and seasoned game programmers looking for ways to improve their skills, this book teaches how to use C++ efficiently for game development. The book covers essential areas of C++ that are critical to developing peak performing games with solid memory management. It explains how to use the STL, particularly as it relates to specific consoles, and this new edition includes three completely new chapters on scripting languages, advanced serialization, and advanced memory management. The techniques presented apply to all aspects of game programming including graphics, physics, AI. This is an essential resource that every game developer should have! C++ for Game Programmers, Second Edition is a completely updated and expanded edition of this best-selling reference. Written for experienced C++ programmers entering the game industry and seasoned game programmers looking for ways to improve their skills, this book teaches how to use C++ efficiently for game development. The book covers essential areas of C++ that are critical to developing peak performing games with solid memory management. It explains how to use the STL, particularly as it relates to specific consoles, and this new edition includes three completely new chapters on scripting languages, advanced serialization, and advanced memory management. The techniques presented apply to all aspects of game programming including graphics, physics, AI. This is an essential resource that every game developer should have!

The Art of Game Design

A Book of Lenses, Second Edition

Author: Jesse Schell

Publisher: CRC Press

ISBN: 1498759564

Category: Computers

Page: 600

View: 3378

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.