Muutke küpsiste eelistusi

E-raamat: Fundamentals of C/C++ Game Programming: Using Target-based Development

  • Formaat: PDF+DRM
  • Ilmumisaeg: 05-Dec-2025
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040416075
  • Formaat - PDF+DRM
  • Hind: 85,79 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: PDF+DRM
  • Ilmumisaeg: 05-Dec-2025
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781040416075

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

This book gives novice coders an understanding of the methods and techniques used in professional games development. Projects are designed to help develop and strengthen problem solving and basic C/C++ skills. The book also helps to develop familiarity with Microsoft Visual Studio's ability to target and use fixed/restricted hardware.



This book gives novice coders an understanding of the methods and techniques used in professional games development. Projects are designed to help develop and strengthen problem solving and basic C/C++ skills. The book also helps to develop familiarity with Microsoft Visual Studio's ability to target and use fixed/restricted hardware, which are key skills in console development.

The book allows readers to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology. It also demonstrates underlying principles and some pitfalls, of game coding in practical step by step ways to increase exposure and confidence in game coding concepts and technical advances.

This second edition has been fully updated in line with recent hardware changes, with new and updated cross platform code examples hosted at the companion website, which can also be compiled and run on a standard Windows PC, without a target system if the user does not have one readily available.

This book will be useful to all novice coders looking to learn the fundamentals of C/C++ game programming.

1. Getting Started,
2. Getting Our Target Ready,
3. Using the Target,
4.
Putting It All Together,
5. Finally Our First Games,
6. A New Third
Dimension,
7. Space, The Final Frontier,
8. Recognisable Environments,
9.
Lets Go Indoors,
10. Graphics Need a Boost,
11. Populating the World,
12.
Some Advanced Stuff, The End is Near!
Brian Beuken is a Senior Lecturer at Breda University of Applied Sciences, Netherlands where he teaches game and console programming. Formerly Programmer/Project Manager and Head of Development at Rockpool Games and Managing Director/Studio Head/Executive Producer at Virtucraft Studios Ltd. He developed games for multiple companies, including Nintendo, EA, Sega, THQ, Codemasters and many more.