Game Programming Algorithms and Techniques is a detailed overview
of many of the important algorithms and techniques used in video
game programming today. Designed for programmers who are familiar
with object-oriented programming and basic data structures, this
book focuses on practical concepts that see actual use in the game
industry. Sanjay Madhav takes a unique platform- and
framework-agnostic approach that will help develop virtually any
game, in any genre, with any language or framework. He presents the
fundamental techniques for working with 2D and 3D graphics,
physics, artificial intelligence, cameras, and much more. Each
concept is illuminated with pseudocode that will be intuitive to
any C#, Java, or C++ programmer, and has been refined and proven in
Madhav's game programming courses at the University of Southern
California. Review questions after each chapter help solidify the
most important concepts before moving on. Madhav concludes with a
detailed analysis of two complete games: a 2D iOS side-scroller
(written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower
defense game (written in C# using XNA/ MonoGame). These games
illustrate many of the algorithms and techniques covered in the
earlier chapters, and the full source code is available at
gamealgorithms.net. Coverage includes Game time management, speed
control, and ensuring consistency on diverse hardware Essential 2D
graphics techniques for modern mobile gaming Vectors, matrices, and
linear algebra for 3D games 3D graphics including coordinate
spaces, lighting and shading, z-buffering, and quaternions Handling
today's wide array of digital and analog inputs Sound systems
including sound events, 3D audio, and digital signal processing
Fundamentals of game physics, including collision detection and
numeric integration Cameras: first-person, follow, spline, and more
Artificial intelligence: pathfinding, state-based behaviors, and
strategy/planning User interfaces including menu systems and
heads-up displays Scripting and text-based data files: when, how,
and where to use them Basics of networked games including protocols
and network topology
General
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