DarkBasic pro game programming / Jonathan S. Harbour, Joshua R. Smith.
Material type: TextPublisher: Boston : Thomson Course Technology, [2007]Copyright date: ©2007Edition: Second editionDescription: xxix, 577 pages : illustrations ; 24 cm + 1 computer disc (12 cm)Content type:- text
- computer dataset
- unmediated
- computer
- volume
- computer disc
- 1598632876
- 9781598632873
- 794.81526 22
- QA76.76.C672 H354 2007
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 | A407374B |
Browsing City Campus shelves, Shelving location: City Campus Main Collection Close shelf browser (Hides shelf browser)
794.81526 FRE Creating emotion in games : the craft and art of emotioneering / | 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 / |
Accompanied by: 1 computer disc (CD-ROM)
Includes bibliographical references (pages 555-566) and index.
Part I. The Basics of Computer Programming -- 1. Welcome To DarkBASIC -- 2. Introduction to Computer Programming -- 3. Basic Commands, Variables, and Data Types -- 4. Characters, Strings, and Text Output -- 5. Repetition: Looping Commands -- 6. Making Programs Think: Branching Statements and Subroutines -- 7. More Power to the Numbers: Data Sequences and Arrays -- 8. Number Crunching: Mathematical and Relational Operators and Commands -- Part II. Game Fundamentals -- 9. Basic Graphics Commands -- 10. Game Graphics: Learning To Use Bitmaps -- 11. Drawing Animated Sprites -- 12. Programming the Keyboard, Mouse, and Joystick -- 13. Adding Sound Effects and Music To Your Game -- 14. Loading and Saving Information Using Files -- 15. Creating a 2D Arcade Game -- Part III. Advanced Topics -- 16. Tile-Based Scrolling and Level Editing -- 17. Multiplayer Network Programming -- 18. Fundamentals of 3D Graphics Programming -- 19. Loading and Rendering 3D Models -- 20. Creating a 3D Multiplayer Game -- Part IV. Appendixes.
Machine converted from AACR2 source record.
There are no comments on this title.