Object-oriented game development / Julian Gold.
Material type: TextPublication details: Harlow : Addison-Wesley, 2004Description: xi, 426 p. : illISBN: 9781405890366 (ebook)Subject(s): Computer games -- Programming | Object-oriented programming (Computer science) | Hobbies and Games | Computer games / online games: strategy guides | Object-oriented programming (OOP)Genre/Form: Online access: Click here to access online Also available in printed form ISBN 9780321176608Summary: 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. 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.Item type | Current library | Home library | Class number | Status | Date due | Barcode | Item reservations | |
---|---|---|---|---|---|---|---|---|
E-book | Electronic publication | Electronic publication | Available |
Includes bibliographical references (p. 417) and index.
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. 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.
Also available in printed form ISBN 9780321176608
Electronic reproduction. Askews and Holts. Mode of access: World Wide Web.
There are no comments on this title.