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Programming 2D Games 2012 Edition at Meripustak

Programming 2D Games 2012 Edition by Charles Kelly , Taylor & Francis Ltd

Books from same Author: Charles Kelly

Books from same Publisher: Taylor & Francis Ltd

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  • General Information  
    Author(s)Charles Kelly
    PublisherTaylor & Francis Ltd
    ISBN9781466508682
    Pages438
    BindingHardback
    LanguageEnglish
    Publish YearJuly 2012

    Description

    Taylor & Francis Ltd Programming 2D Games 2012 Edition by Charles Kelly

    A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game.Enables Students to Create 2D GamesThe text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com. Getting Started Overview The Development Environment What Is DirectX? Why C++?Naming Conventions Game Engine Tips and Tools Windows Programming Fundamentals Windows Programming Fundamentals "Hello World" Windows Style Device Context Keyboard Input with Windows API Using a Mutex to Prevent Multiple Instances Multitasking in Windows Introduction to DirectX Introduction to DirectX Initializing DirectX Creating a Device Clearing a Display Buffer Page Flipping A Clean Exit The Graphics Class Our First DirectX Program Fullscreen or Windowed Debug vs. Retail DLLs Determining Device Capabilities The Game Engine The Game Engine, Part 1 The Game Class The Input Class The Spacewar Class Sprites and Animation Obtaining Game GraphicsThe Graphics Pipeline Drawing with Transparency The TextureManager Class The Image Class Game Engine Simple Animation Collisions and Entities Vectors Collisions The Entity Class Physics for 2D Games Sound Obtaining Audio Files Creating Audio Files Using XACT Adding Audio to the Game EngineAdding Sound to the GameAdjusting Audio Playback Text Sprite Text Creating Custom FontsText Class DetailsDirectX Text TextDX Class Details Adding an FPS Display Adding a Console Console ClassIncorporating the Console into the Game EngineEnhanced Appearance Bitmap Scrolling Painter's Algorithm Parallax Scrolling Shadows and ReflectionsMessage DialogInput DialogWindows Dialogs in Fullscreen DirectX ApplicationsDashboardTiled Games Why Tiled? Creating a Tile Set Creating LevelsDisplaying the TilesOrthogonal Projection Oblique ProjectionIsometric ProjectionIsometric TerrainElevation Layers Building a Complete Game Evolutionary Prototyping Project Management Design Document Prototype Textures Spacewar TasksSpacewar v1.0 Saving and Loading Network Programming Network Overview The Net Class Initialize the Network Creating a Server Creating a Client Get the Local IP Address Sending Receiving Closing a Socket Get Error Client/Server Chat Client/Server Spacewar Spacewar Server Spacewar ClientThe Journey IndexQuestions and Exercises appear at the end of each chapter.



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