Game programming all in one / Jonathan S. Harbour.
Material type: TextPublisher: 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
- unmediated
- computer
- volume
- computer disc
- 1598632892
- 9781598632897
- Game programming all in 1
- 794.81526 22
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 |
Browsing City Campus shelves, Shelving location: City Campus Main Collection Close shelf browser (Hides shelf browser)
794.81526 FUL Game design workshop : a playcentric approach to creating innovative games / | 794.81526 GRE Game engine architecture / | 794.81526 HAR DarkBasic pro game programming / | 794.81526 HAR Game programming all in one / | 794.81526 MER Motivated reinforcement learning : curious characters for multiuser games / | 794.81526 MIL Artificial intelligence for games / | 794.81526 MIL Game physics engine development / |
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.
There are no comments on this title.