Résumé
Software Engineering and Computer Games was written with four broad goals:
- To teach a lively style of object-oriented software engineering.
- To show how to bring a complete program to the level of a commercial release.
- To provide a "game engine" framework of linked classes for game development.
- To help students create computer games that are interactive, rapidly executing, and visually beautiful.
It uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to make use of them in the design process. The book covers nine topics:
- Basic software engineering principles and techniques.
- How to organize and complete a substantial software project.
- Practical examples of object-oriented design and programming.
- The design of computer games.
- Simulating physics inside our computer-generated worlds.
- Artificial life, or how to simulate live creatures inside a computer program.
- How to use two and three-dimensional computer graphics.
- Windows programming with the Microsoft Foundation Classes, or MFC.
- How to develop a project using Microsoft Visual St (Either Version 6.0 or .NET)
The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games. Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.
Contents
Part I Software Engineering and Computer Games- Projects and games
- Basics of software engineering
- The Pop Framework
- Object-oriented software engineering
- Software design patterns
- Animation
- Simulating physics
- Critters
- Sprites
- Games
- Collisions
- Listeners
- Shooters and bullets
- 2D shooting games
- 3D shooting games
- Sports games
- Selection games
- Interesting worlds
- More ideas for games
- Using Microsoft Visual Studio
- Tools for software engineering
- Topics in C++
- Programming Windows with MFC
- 2D and 3D graphics
- Windows graphics
- OpenGL graphics
- Menus and toolbars
- Mouse, cursors, and keyboard
- Serialization
- Sound Bitmaps
- Appendix A The Windows keycodes
- Appendix B The Pop help file
- Appendix C Summary of the controls for Visual Studio
L'auteur - Rudy Rucker
Rudy Rucker is Professor of Mathematics and Computer Science at San Jose State University and the author of many books on mathematics and philosophy, including Arterial Life Lab, Mind Tools, and The Fourth Dimension.
Autres livres de Rudy Rucker
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | Rudy Rucker |
Parution | 25/11/2002 |
Nb. de pages | 644 |
Format | 15,7 x 23,5 |
Couverture | Broché |
Poids | 962g |
Intérieur | Noir et Blanc |
EAN13 | 9780201767919 |
ISBN13 | 978-0-201-76791-9 |
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