Game Architecture And Programming Wiley Pdf
Description Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience. It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine. Part A Game Architecture 1.
Game architecture, on the other hand, is how it is built. Within the software industry in general, the term design usually refers to what I call architecture in this book. Within the game development industry, however, Game Designers create the game design and Game Programmers create the game architecture. Providing a complete mathematical development of all presented concepts and examples, Introduction to Linear Programming and Game Theory, Third Edition is an ideal text for linear programming and mathematical modeling courses at the upper-undergraduate and graduate levels.
Core Game Design 1.1 Introduction 1.2 Game design principles 1.3 Game design process 1.4 Build the concept 1.5 Creating the game specification 1.6 Gameplay in detail 1.7 Gameplay specification Summary Key Terms and Concepts Review Questions Assignment 2. Initial Design 2.1 Introduction 2.2 Game and hardware abstraction 2.3 The problem domain 2.4 Tiers of game architecture 2.5 Tokenization Summary Key Terms and Concepts Review Questions Assignments 3. Technical Aspects of Game Design 3.1 Introduction 3.2 The state of the art 3.3 Blue-Sky research 3.4 Reinventing the wheel 3.5 Use of object technology Summary Key Terms and Concepts Review Questions Assignments 4.
Building Blocks 4.1 Introduction 4.2 Game development issues 4.3 Core groups in soft ware factory and their interactions 4.4 Reusability in soft ware Summary Key Terms and Concepts Review Questions Assignment 5. Initial Architecture Design 5.1 Introduction 5.2 Architectural styles 5.3 The tier system 5.4 Architecture design 5.5 Applying tier-based approach to architecture design Summary Key Terms and Concepts Review Questions Assignments 6. Development 6.1 Introduction 6.2 The development process 6.3 Code quality 6.4 Coding priorities 6.5 Debugging and module completion 6.6 The seven golden principles of effective design 6.7 Five important aspects in game development 6.8 The three lead balloons Summary Key Terms and Concepts Review Questions Assignments Programming Assignments Part B Game Programming 7. Technologies 7.1 Introduction 7.2 Deviation from normal programming 7.3 Available game platforms 7.4 Game display technologies 7.5 DirectX and OpenGL 7.6 Tools for game development 7.7 Display systems 7.8 Game engines 7.9 User interface 7.10 Resource caching 7.11 The main loop Summary Key Terms and Concepts Review Questions 8. Design Practices 8.1 Introduction 8.2 Some standard design practices in game development 8.3 Memory and its types 8.4 Optimizing memory access 8.5 Memory alignment 8.6 Virtual memory 8.7 Memory-mapped files 8.8 Naked and smart pointers 8.9 Game scripting languages Summary Key Terms and Concepts Review Questions Programming Assignment 9.