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E-raamat: Fundamentals of C/Cplusplus Game Programming: Using Target-based Development 2nd edition [Taylor & Francis e-raamat]

  • Formaat: 490 pages, 3 Line drawings, color; 20 Line drawings, black and white; 84 Halftones, color; 45 Halftones, black and white; 86 Illustrations, color; 66 Illustrations, black and white
  • Ilmumisaeg: 04-Dec-2025
  • Kirjastus: CRC Press
  • ISBN-13: 9781003527695
  • Taylor & Francis e-raamat
  • Hind: 258,50 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 369,29 €
  • Säästad 30%
  • Formaat: 490 pages, 3 Line drawings, color; 20 Line drawings, black and white; 84 Halftones, color; 45 Halftones, black and white; 86 Illustrations, color; 66 Illustrations, black and white
  • Ilmumisaeg: 04-Dec-2025
  • Kirjastus: CRC Press
  • ISBN-13: 9781003527695

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.