Saturday, August 9, 2014

[C422.Ebook] Ebook Download Game Programming All in One, by Jonathan S. Harbour

Ebook Download Game Programming All in One, by Jonathan S. Harbour

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Game Programming All in One, by Jonathan S. Harbour

Game Programming All in One, by Jonathan S. Harbour



Game Programming All in One, by Jonathan S. Harbour

Ebook Download Game Programming All in One, by Jonathan S. Harbour

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Game Programming All in One, by Jonathan S. Harbour

Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and to-the-point book, it concentrates on the important tasks--building gameplay, not a graphics demo. It speaks to the aspiring game programmer who is looking to break into the game industry. By covering cross-platform tools, this book reaches out to a wide audience, covering the most important game programming topics. A new addition to this latest edition is the coverage of multiplayer programming using cross-platform libraries that work with Allegro.

  • Sales Rank: #1485098 in Books
  • Brand: Harbour, Jonathan S.
  • Published on: 2006-10-23
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.02" h x 2.10" w x 7.36" l, 3.57 pounds
  • Binding: Paperback
  • 832 pages

Review
Part One: Introduction To Cross-Platform Programming Chapter 1: Demystifying Game Development Chapter 2: Getting Started with Dev-C++ and Allegro Chapter 3: Basic 2D Graphics Programming with Allegro Chapter 4: Writing Your First Allegro Game Chapter 5: Programming The Keyboard, Mouse, and Joystick Part Two: 2D Game Design and Programming Chapter 6: Introduction To Game Design Chapter 7: Basic Bitmap Handling and Blitting Chapter 8: Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites Chapter 9: Advanced Sprite Programming: Compiled Sprites, Collision Detection, and Animation Chapter 10: Timers, Interrupt Handlers, and Multi-threading Chapter 11: Programming Tile-Based Scrolling Backgrounds Using MappyAL Chapter 12: Creating A Game World: Editing Tiles and Levels Chapter 13: Creating a Tile-Based Scrolling Arcade Game Part Three: Taking It To The Next Level Chapter 14: Mastering The Audible Realm: Allegro"s Sound Support Chapter 15: Using Data Files To Store Game Resources Chapter 16: Multiplayer Programming Using TCP/IP Sockets Chapter 17: Enhancing Gameplay with Artificial Intelligence Chapter 18: Basic 3D Graphics Programming Using AllegroGL Chapter 19: Publishing Your Game Part Four: Appendices Appendix A: Useful Tables Appendix B: Numbering Systems: Binary and Hexadecimal Appendix C: Recommended Books and Web Sites

From the Author
Source code for the projects in this book may be downloaded from these book resource locations:

  • jharbour.com/forum (must create a free account first)

About the Author
Jon Harbour has been programming video games since the 1980s. His first video game system was an Atari 2600 which he played with disassembled on the floor of his room as a kid. He has written on languages and subjects that include: C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, XNA Game Studio, Pocket PC, Nintendo GBA, and game console hacking. He is the author of Visual Basic Game Programming for Teens, 3rd Edition; Visual C# Game Programming for Teens; Beginning Game Programming, 3rd Edition; Multi-Threaded Game Engine Design and XNA Game Studio 4.0 for Xbox 360 Developers. Visit his blog and forum at jharbour.com.

Most helpful customer reviews

3 of 3 people found the following review helpful.
Good concepts, outdated libraries
By Karl Heidtbrink
The book has all of the concepts needed to understand what the computer is doing, and all of the components you need for a successful video game, both on the conceptual sense and implementation sense. The problem with trying to use this book now is that you need a legacy system to utilize the graphical library. The new version of the library is more confusing than the books, and the old library was designed for Windows XP and earlier.

I would suggest modern books if you want to learn specific libraries that will help you, but this book will help if you need or want more conceptual understanding.

4 of 4 people found the following review helpful.
Great all-in-one intro to game programming
By L. Wong
I was a Computer Science major in college, and wanted to get into game programming. Never did it before, and had a lot of difficulty just being able to create a programming environment so that I could do basic C graphics programming.

Well, I found this book, and wrote a complete version of Tetris from scratch, and then a complete version of Pac-Man, which includes all the original ghost algorithm logic. I've also written numerous other graphics programs and games (Arkanoid, asteroids, etc) using it and all the tools included with the book.

It is very easy to read and follow. Great examples. All the sample code works. It gives you all the basic skills to program anything to do with 2D graphics. The Allegro toolset is quite powerful.

Anyway, I highly recommend it as a novice.

3 of 3 people found the following review helpful.
On the verge of being outdated
By Peridot Antlers
There's a new version of Allegro coming out (5.x series already in Beta) that's going to make this book somewhat obsolete.

The author's forums are okay. There is a good section on how to get your IDE and compiler setup, but because the book is old it doesn't cover the latest tools or operating systems.

If you still want to buy then I'd recommend getting the book used and downloading the free tools yourself.

It's not really the book's fault that it is outdated, though, so for what it is - it's a good book. Check out the author's other (newer) listings first.

See all 21 customer reviews...

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