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2541. 

Introduction to Game Development, Second Edition

Introduction to Game Development, Second Edition

By: Steve Rabin

Publisher: Course Technology PTR

Publication Date: 01-JUN-2009

Insert Date: 21-FEB-2010

Slots: 1.0

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Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for...

2542. 

Going to War: Creating Computer War Games

Going to War: Creating Computer War Games

By: Jason Darby

Publisher: Course Technology PTR

Publication Date: 01-MAR-2009

Insert Date: 20-FEB-2010

Slots: 1.0

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Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the...

2543. 

From Gamer to Game Designer: The Official Far Cry® 2 Map Editing Guide

From Gamer to Game Designer: The Official Far Cry® 2 Map Editing Guide

By: David Hutchison

Publisher: Course Technology PTR

Publication Date: 01-APR-2009

Insert Date: 20-FEB-2010

Slots: 1.0

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Welcome to the official Far Cry ® 2 map editing guide. Bridging the distance between playing and designing video games, From Gamer to Game Designer: The Official Far Cry ®2 Map Editing Guide provides you with in depth advice on creating your own multiplayer maps for Far Cry 2, an open-world, firstperson shooter for the PC, PlayStation® 3, and Xbox 360®. Set in the wilds of Africa, the dunes, oases, savannahs, and jungles provide a unique and exciting setting for both players and map makers. First, you'll be introduced to the powerful yet user-friendly map editor as you get comfortable with...

2544. 

Collaborative Online Game Creation

Collaborative Online Game Creation

By: Nanu Swamy; Naveena Aswadhati

Publisher: Course Technology PTR

Publication Date: 01-JAN-2009

Insert Date: 19-FEB-2010

Slots: 1.0

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Get ready to flex your creativity as you build custom Flash games online. Collaborative Online Game Creation shows anyone interested in game development how to create Flash-based games using GameBrix, a browser-based rich media application that runs on any Internet platform. GameBrix provides you with a comprehensive toolset to help you build games online. You'll begin by working through the steps necessary to set up your GameBrix account and then get an introduction to the application. Once you're comfortable, you'll start creating your very own Flash games, following the step-by-step...

2545. 

Ultimate Game Programming with DirectX®, Second Edition

Ultimate Game Programming with DirectX®, Second Edition

By: Allen Sherrod

Publisher: Course Technology PTR

Publication Date: 01-JAN-2009

Insert Date: 19-FEB-2010

Slots: 1.0

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Make your own games using DirectX 10 and C++ with Ultimate Game Programming with DirectX, Second Edition. Written for experienced programmers who want to learn DirectX 10 and how to apply it to game creation, this book goes in-depth with DirectX 10 and each of its subsystems. Every part of the gamedevelopment process is covered and you'll apply your existing game-development skills to the new techniques and tools covered in the book. Beginning with an introduction to DirectX and Direct3D, you'll work your way through graphical interfaces, animation paths,advanced lighting and shadows,various...

2546. 

Game Graphics Programming

Game Graphics Programming

By: Allen Sherrod

Publisher: Course Technology PTR

Publication Date: 01-JUN-2008

Insert Date: 19-FEB-2010

Slots: 1.0

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"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an...

2547. 

PHP 6 Fast & Easy Web Development

PHP 6 Fast & Easy Web Development

By: Julie Meloni; Matt Telles

Publisher: Course Technology PTR

Publication Date: 01-JAN-2008

Insert Date: 17-FEB-2010

Slots: 1.0

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Learn to create Web pages quickly and easily with PHP-no prior programming experience required! PHP 6 Fast & Easy Web Development provides a step-by-step, learn-by-example path to learning through easy-to-understand language and illustrations. Unlike the verbose text-only chapters found in most programming books, the Fast & Easy Web Development style appeals to users who are new to PHP, or to programming in general. The first three chapters are dedicated to getting Apache, MySQL, and PHP up and running on your Windows or Linux machine. You'll be surprised at how simple it is, and how quickly...

2548. 

Producing Games

Producing Games

By: D Cohen; Sergio A. Bustamante

Publisher: Focal Press

Publication Date: 10-SEP-2012

Insert Date: 17-FEB-2010

Slots: 1.0

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Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to...

2549. 

Pervasive Games

Pervasive Games

By: Markus Montola; Jaakko Stenros; Annika Waern

Publisher: CRC Press

Publication Date: 19-JUN-2009

Insert Date: 17-FEB-2010

Slots: 1.0

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Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings or other non-traditional game venues...and game designers need to understand the medium (challenges and otherwise). This book shows game designers how to change the face of play - literally - who plays, when and where they play and what that play means to all involved. Montola and Stenros explore a number of...

2550. 

Agile Game Development with Scrum

Agile Game Development with Scrum

By: 

Publisher: Addison-Wesley Professional

Publication Date: 23-MAY-2010

Insert Date: 17-FEB-2010

Slots: 1.0

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Deliver Better Games Faster, On Budget—And Make Game Development Fun Again! Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development.  Keith has spent more than fifteen years developing...

2551. 

Fight Choreography: The Art of Non-Verbal Dialogue

Fight Choreography: The Art of Non-Verbal Dialogue

By: John Kreng

Publisher: Course Technology PTR

Publication Date: 01-DEC-2007

Insert Date: 16-FEB-2010

Slots: 1.0

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All of us have seen films in which the story and acting might be great, but the film suffers because the action and fight sequences are not convincing enough, are terribly shot or edited, or do not integrate seamlessly into the story, causing them to be ineffective, gratuitous, or worst of all, unintentionally humorous. However, when done well, fight and action scenes support and heighten the story and expand the characters. Fight Choreography: The Art of Non-Verbal Dialogue helps filmmakers ensure that the fight scenes in their films add to the film's overall quality. Creating a stage fight...

2552. 

Challenges for Game Designers

Challenges for Game Designers

By: Brenda Brathwaite; Ian Schreiber

Publisher: Course Technology PTR

Publication Date: 01-AUG-2008

Insert Date: 16-FEB-2010

Slots: 1.0

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Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the...

2553. 

AI and Artificial Life in Video Games

AI and Artificial Life in Video Games

By: Guy W. Lecky-Thompson

Publisher: Course Technology PTR

Publication Date: 01-MAY-2008

Insert Date: 16-FEB-2010

Slots: 1.0

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Learn how to create more challenging and dynamic games with AI and Artificial Life in Video Games. AI, or artificial intelligence, builds better games by directing behaviors inside the games that make them more difficult, while artificial life, or A-Life, adds unpredictability of play and a more lifelike environment to games. This book examines easy and inexpensive methods for implementing AI and A-Life in any video game to not only model behavior in the game but also create tools, generate code, and test the game during development. After introducing the basics of AI and A-Life to use as...

2554. 

Fundamentals of Network Game Development

Fundamentals of Network Game Development

By: Guy W. Lecky-Thompson

Publisher: Course Technology PTR

Publication Date: 01-NOV-2008

Insert Date: 16-FEB-2010

Slots: 1.0

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Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections-design, design and development, and development-the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game...

2555. 

Linux Kernel Development, Third Edition

Linux Kernel Development, Third Edition

By: 

Publisher: Addison-Wesley Professional

Publication Date: 22-JUN-2010

Insert Date: 07-FEB-2010

Slots: 1.0

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Linux Kernel Development details the design and implementation of the Linux kernel, presenting the content in a manner that is beneficial to those writing and developing kernel code, as well as to programmers seeking to better understand the operating system and become more efficient and productive in their coding. The book details the major subsystems and features of the Linux kernel, including its design, implementation, and interfaces. It covers the Linux kernel with both a practical and theoretical eye, which should appeal to readers with a variety of interests and needs. The author,...

2556. 

97 Things Every Programmer Should Know

97 Things Every Programmer Should Know

By: 

Publisher: O'Reilly Media, Inc.

Publication Date: 12-FEB-2010

Insert Date: 07-FEB-2010

Slots: 1.0

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Get 97 short and extremely useful tips from some of the most experienced and respected practitioners in the industry, including Uncle Bob Martin, Scott Meyers, Dan North, Linda Rising, Udi Dahan, Neal Ford, and many more. They encourage you to stretch yourself by learning new languages, looking at problems in new ways, following specific practices, taking responsibility for your work, and becoming as good at the entire craft of programming as you possibly can....

2557. 

JavaScript by Example, Second Edition

JavaScript by Example, Second Edition

By: 

Publisher: Prentice Hall

Publication Date: 05-OCT-2010

Insert Date: 05-FEB-2010

Slots: 1.0

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The World’s Easiest Java Script Tutorial–Fully Updated! JavaScript by Example, Second Edition, is the easiest, most hands-on way to learn JavaScript. Legendary programming instructor Ellie Quigley has thoroughly updated her classic book to deliver the skills and information today’s JavaScript users need most–including up-to-the-minute coverage of JavaScript programming constructs, CSS, Ajax, JSON, and the latest JavaScript libraries and best practices. Quigley illuminates every technique with focused, classroom-tested code examples, detailed line-by-line explanations, and real program...

2558. 

Programming the Mobile Web

Programming the Mobile Web

By: 

Publisher: O'Reilly Media, Inc.

Publication Date: 23-JUL-2010

Insert Date: 05-FEB-2010

Slots: 1.0

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How do you take advantage of the new opportunities opening up in mobile web development? With this book, you'll learn the intricacies and pitfalls involved in building HTML and CSS-based apps that you can extend to work with particular devices, including the iPhone, Android devices, and other smartphones. You'll not only learn how to deal with platform variations, finicky browsers, CSS compatibility, and other issues, but also how to create pleasant user experiences in a constrained environment....

2559. 

Real-World Flash Game Development

Real-World Flash Game Development

By: Christopher Griffith; Chris Simpson

Publisher: Focal Press

Publication Date: 12-NOV-2012

Insert Date: 02-FEB-2010

Slots: 1.0

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First Published in 2010. Routledge is an imprint of Taylor & Francis, an informa company....

2560. 

JavaFX in Action

JavaFX in Action

By: Simon Morris

Publisher: Manning Publications

Publication Date: 23-NOV-2009

Insert Date: 30-JAN-2010

Slots: 1.0

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JavaFX is a Java-based rich user interface technology that sits atop the existing Java Standard and Micro Editions. Using it, developers can build rich user interfaces with access to all Java components already installed on their systems. At its heart is the easy to learn JavaFX Script language that lets developers describe what they want to accomplish in clear, declarative terms rather than abstract code. JavaFX also provides numerous libraries to make development extremely fast and efficient. JavaFX in Action is a hands-on tutorial that introduces and explores JavaFX through numerous...