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Learning C# by Programming Games (Hardcover, 2nd ed. 2019)
Loot Price: R1,382
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Learning C# by Programming Games (Hardcover, 2nd ed. 2019)
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Developing computer games is a perfect way to learn how to program
in modern programming languages. This book teaches how to program
in C# through the creation of computer games - and without
requiring any previous programming experience. Contrary to most
programming books, van Toll, Egges, and Fokker do not organize the
presentation according to programming language constructs, but
instead use the structure and elements of computer games as a
framework. For instance, there are chapters on dealing with player
input, game objects, game worlds, game states, levels, animation,
physics, and intelligence. The reader will be guided through the
development of four games showing the various aspects of game
development. Starting with a simple shooting game, the authors move
on to puzzle games consisting of multiple levels, and conclude the
book by developing a full-fledged platform game with animation,
game physics, and intelligent enemies. They show a number of
commonly used techniques in games, such as drawing layers of
sprites, rotating, scaling and animating sprites, dealing with
physics, handling interaction between game objects, and creating
pleasing visual effects. At the same time, they provide a thorough
introduction to C# and object-oriented programming, introducing
step by step important programming concepts such as loops, methods,
classes, collections, and exception handling. This second edition
includes a few notable updates. First of all, the book and all
example programs are now based on the library MonoGame 3.6, instead
of the obsolete XNA Game Studio. Second, instead of explaining how
the example programs work, the text now invites readers to write
these programs themselves, with clearly marked reference points
throughout the text. Third, the book now makes a clearer
distinction between general (C#) programming concepts and concepts
that are specific to game development. Fourth, the most important
programming concepts are now summarized in convenient "Quick
Reference" boxes, which replace the syntax diagrams of the first
edition. Finally, the updated exercises are now grouped per chapter
and can be found at the end of each chapter, allowing readers to
test their knowledge more directly. The book is also designed to be
used as a basis for a game-oriented programming course.
Supplementary materials for organizing such a course are available
on an accompanying web site, which also includes all example
programs, game sprites, sounds, and the solutions to all exercises.
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