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Game programming all in one / Jonathan S. Harbour.

By: Material type: TextTextPublisher: Boston, MA : Thomson Course Technology, [2007]Copyright date: ©2007Edition: Third editionDescription: 803 pages : illustrations ; 23 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 1598632892
  • 9781598632897
Other title:
  • Game programming all in 1
Subject(s): DDC classification:
  • 794.81526 22
Contents:
Pt. I. Cross-platform game programming with the allegro game library -- Ch. 1. Demystifying game development -- Ch. 2. Getting started with the allegro game library -- Ch. 3. 2D vector graphics programming -- Ch. 4. Writing your first allegro game -- Ch. 5. Getting input from the player -- Ch. 6. Mastering the audible realm -- Pt. II. Sprite programming -- Ch. 7. Basic bitmap handling and blitting -- Ch. 8. Introduction to sprite programming -- Ch. 9. Sprite animation -- Ch. 10. Advanced sprite programming -- Ch. 11. Programming the perfect game loop -- Pt. III. Scrolling backgrounds -- Ch. 12. Programming tile-based scrolling backgrounds -- Ch. 13. Creating a game world : editing tiles and levels -- Ch. 14. Loading native mappy files -- Ch. 15. Vertical scrolling arcade games -- Ch. 16. Horizontal scrolling platform games -- Pt. IV. Taking it to the next level -- Ch. 17. The importance of game design -- Ch. 18. Using datafiles to store game resources -- Ch. 19. Playing movies and cut scenes -- Ch. 20. Introduction to artificial intelligence -- Ch. 21. Multi-threading -- Ch. 22. Publishing your game.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81526 HAR (Browse shelf(Opens below)) 1 Available A407017B

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references.

Pt. I. Cross-platform game programming with the allegro game library -- Ch. 1. Demystifying game development -- Ch. 2. Getting started with the allegro game library -- Ch. 3. 2D vector graphics programming -- Ch. 4. Writing your first allegro game -- Ch. 5. Getting input from the player -- Ch. 6. Mastering the audible realm -- Pt. II. Sprite programming -- Ch. 7. Basic bitmap handling and blitting -- Ch. 8. Introduction to sprite programming -- Ch. 9. Sprite animation -- Ch. 10. Advanced sprite programming -- Ch. 11. Programming the perfect game loop -- Pt. III. Scrolling backgrounds -- Ch. 12. Programming tile-based scrolling backgrounds -- Ch. 13. Creating a game world : editing tiles and levels -- Ch. 14. Loading native mappy files -- Ch. 15. Vertical scrolling arcade games -- Ch. 16. Horizontal scrolling platform games -- Pt. IV. Taking it to the next level -- Ch. 17. The importance of game design -- Ch. 18. Using datafiles to store game resources -- Ch. 19. Playing movies and cut scenes -- Ch. 20. Introduction to artificial intelligence -- Ch. 21. Multi-threading -- Ch. 22. Publishing your game.

Machine converted from AACR2 source record.

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