Harris | Game Programming | Buch | 978-0-470-06822-9 | www.sack.de

Buch, Englisch, 570 Seiten, Format (B × H): 187 mm x 236 mm, Gewicht: 1182 g

Reihe: The L Line - The Express Line to Learning

Harris

Game Programming


1. Auflage 2007
ISBN: 978-0-470-06822-9
Verlag: John Wiley & Sons

Buch, Englisch, 570 Seiten, Format (B × H): 187 mm x 236 mm, Gewicht: 1182 g

Reihe: The L Line - The Express Line to Learning

ISBN: 978-0-470-06822-9
Verlag: John Wiley & Sons


Get on the fast track to creating computer games

Ever want to develop your own computer game? Learn the practical concepts of object-oriented programming for game design using Python(r) in this easy-to-follow, content-filled guide. Whether you're a student, aspiring game developer, or veteran programmer, you'll gain skills as you progress from station to station in a series of clear-cut tutorials on different styles of games. The last stop will be a finished game program for you to show off. Start your journey today on The Express Line to Learning and see where it takes you!
* Learn the basics of programming and 2D graphics as you go
* Plan programs, write and test code, and manage data
* Create text-based games, racing games, arcade games, and more
* Add sound, set up scorekeeping, and design avatars

All aboard for valuable online extras

Visit The L Line Web site at www.wiley.com/go/thelline for valuable online supplementary materials:
* Test bank with challenging review questions
* PowerPoint(r) slides with chapter outlines
* Programming code from the book

Along The L Line
* Complete tutorial coverage
* Ample illustrations and examples
* Real-world applications and hints for avoiding pitfalls
* Practice exams that help evaluate your progress

Harris Game Programming jetzt bestellen!

Autoren/Hrsg.


Weitere Infos & Material


Preface.

Chapter 1: Writing Your First Program.

Chapter 2: Working with Data.

Chapter 3: Taking Control.

Chapter 4: Building a Game Foundation.

Chapter 5: Drawing and Events.

Chapter 6: Audio and Basic Sprites.

Chapter 7: Building a Working Game.

Chapter 8: Making Animated Sprites.

Chapter 9: Realistic Movement.

Chapter 10: Building a Game Engine.

Appendix A: The Practice Exam Answers.

Appendix B: GameEngine Documentation.

Appendix C: Distributing Modules and Programs.

Appendix D: Creating Graphics and Sound.

Index.


Andy Harris is a lecturer in computer science at Indiana University-Purdue University Indianapolis (IUPUI), where he manages the streaming media laboratory and teaches classes in several programming languages. His primary interests are game development, Python, Flash, PHP, Java, Microsoft languages, Perl, JavaScript/AJAX, Web-enabled data applications, virtual reality, and programming on portable devices. He has written books on many of these technologies, including Beginning Flash Game Programming For Dummies.



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