Game Programming in C++: Start to Finish (Game Development Series),Used

Game Programming in C++: Start to Finish (Game Development Series),Used

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SKU: SONG1584504323
Brand: Cengage Learning
Condition: Used
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Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easytofollow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What is the page count of this book? A: This book has three hundred ninety-two pages. It provides a comprehensive guide to game programming in C++.
  • Q: What is the binding type of this book? A: The binding type is paperback. This makes it lightweight and easy to carry for on-the-go learning.
  • Q: What are the dimensions of the book? A: The book measures seven point five two inches in length, one inch in width, and eight point seventy-five inches in height. These dimensions make it a convenient size for reading.
  • Q: How do I start programming games with this book? A: To start programming games, follow the tutorial format of the book. It guides you through creating a small game called SuperAsteriodArena.
  • Q: Is this book suitable for beginners? A: Yes, this book is suitable for beginners who already know the C++ programming language. It breaks down complex topics into manageable segments.
  • Q: Can this book be used to learn SDL and OpenGL? A: Yes, the book focuses on using SDL and OpenGL libraries for game programming. It offers practical applications of these technologies.
  • Q: How should I store this book to keep it in good condition? A: Store the book in a cool, dry place away from direct sunlight. This will help maintain its condition over time.
  • Q: Are there any special care instructions for this book? A: No special care instructions are required. Just handle it with care to avoid creasing or tearing.
  • Q: What if I receive the book damaged? A: If you receive the book damaged, you can return it for a full refund or replacement. The seller guarantees a no-quibbles return policy.
  • Q: Is there a return policy if I'm not satisfied? A: Yes, there is a no-quibbles return policy for unsatisfied customers. You can return the book hassle-free.
  • Q: What is the skill level needed to read this book? A: A basic understanding of the C++ programming language is needed. This book is designed for those who want to enhance their game programming skills.
  • Q: What tools will I need to follow along with this book? A: You will need tools like Visual Studio, OpenGL, SDL, and Autodesk 3ds Max. The book includes practical examples using these tools.
  • Q: Does this book cover networking in games? A: Yes, it includes a section on networking for games. You'll learn how to implement networking features in your game.
  • Q: What are the main themes covered in this book? A: The main themes include game engine creation, 3D programming, animation effects, audio, and collision detection. It provides a well-rounded approach to game development.
  • Q: Who is the author of this book? A: The author of this book is Erik Yuzwa. He is experienced in game programming and shares valuable insights throughout the text.

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