Object-Oriented Game Development

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  • Engels
  • Paperback
  • 9780321176608
  • 01 april 2004
  • 440 pagina's
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Samenvatting

Addresses how program teams can develop complex entertainment software within the constraints of deadlines, budgets and changing technologies. Topics covered in the book include writing reusable code; writing multi-platform titles efficiently and using iterative techniques in programming.

"I love this book."

Liam Hislop, Full Sail Real World Education, Florida, USA

"Game developers can learn a lot from this book."

Eric Le, Ubisoft, Canada

"I would wholeheartedly recommend it to my students."

Paul Parry, Sheffield Hallam University, UK

No member of the game development team should work in isolation. Whether you're a producer, designer, artist or programmer this book will help you develop today's ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies.

If you're a student taking a games degree or module, the balance of best practice meets real-world know-how will give you the understanding you need to begin your career with confidence.

  • Practical OO design methodologies with examples from real commercial code.
  • Design patterns that work in practice.
  • Write reusable code that will be reused.
  • Write games using component technology.
  • Develop multi-platform games efficiently.
  • Use iterative techniques in program and schedule development.

Julian Gold is a software engineer at Microsoft Research in Cambridge investigating advanced machine learning for videogames. As Senior Programmer for Sony Computer Entertainment Europe he developed the visually stunning Colony Wars: Red Sun (BAFTA Nominee). At Six By Nine he worked on the best-selling soccer management game LMA Manager 2002 and his experience also includes time with Sega and Argonaut.

Perfect the art of game development - read this book today!



Games software has its roots in a "cottage" industry, ignoring formal methodologies, instead leaving the programmers to find homespun solutions to the technical problems faced. The picture has now changed: the scale of the problems faced by programmers means that more methodical techniques must be applied to game development to prevent projects spiralling out of control, both in terms of technical complexity and cost. The book addresses how program teams can develop ever more complex entertainment software within the constraints of deadlines, budgets and changing technologies. It establishes a set of best practices tempered with real-world pragmatism, understanding that there is no "one size fits all" solution. No member of the game development team should be working in isolation and the book will be useful to producers, designers and artists as well as the programmers themselves. In addition, the book addresses the needs of the growing number of Game Development courses offered in academia, giving students a much-needed insight into the real world of object-oriented game design.

Productspecificaties

Inhoud

Taal
en
Bindwijze
Paperback
Oorspronkelijke releasedatum
01 april 2004
Aantal pagina's
440
Illustraties
Nee

Betrokkenen

Hoofdauteur
Julian Gold

Vertaling

Originele titel
Gold:Object-Oriented Game Develop_p

Overige kenmerken

Editie
1
Product breedte
187 mm
Product hoogte
24 mm
Product lengte
234 mm
Studieboek
Nee
Verpakking breedte
187 mm
Verpakking hoogte
24 mm
Verpakking lengte
234 mm
Verpakkingsgewicht
792 g

EAN

EAN
9780321176608
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Bindwijze : Paperback
Editie : 1

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