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C++ For Game Programmers
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C++ For Game Programmers

C++ For Game Programmers

Noel Llopis

410 pages, parution le 10/06/2003

Résumé

C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games.

This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered.

On the CD!

The CD-ROM contains the source code for several programs that demonstrate the more complex concepts in the book. They are fully functional programs that show how all the different ideas interrelate and come together.

Contents

  • Tapping the power of C++
    • Inheritance
    • Multiple Inheritance
    • Constness, References, and a Few Loose Ends
    • Templates
    • Exception Handling
  • Performance and Memory
    • Performance Memory Allocation
    • Standard Template Library -Containers
    • STL-Algorithms and Advanced Topics
  • Special Techniques
    • Abstract Interfaces
    • Plug-ins
    • Runtime Type Information
    • Object Creation and Management
    • Object Serialization
    • Dealing with Large Projects
    • Crash Proofing Your game
    • About the Cd-rom

L'auteur - Noel Llopis

(Timonium, MD) is a software engineer at Day 1 Studios. He developed the technology for the game MechAssault and is now busy researching and implementing the technology for upcoming games. He holds a B.S. in Computer Engineering from the University of Massachusetts Amherst, and an M.S. in Computer Science from the University of North Carolina at Chapel Hill. He is also is a member of the Gamasutra editorial advisory board, and has written several articles on programming techniques in the Game Programming Gems series. He is a regular speaker at the Game Developers Conference.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Noel Llopis
Parution 10/06/2003
Nb. de pages 410
Format 18,5 x 23,5
Couverture Broché
Poids 905g
Intérieur Noir et Blanc
EAN13 9781584502272

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