Cross-Platform Game Programming
Steven Goodwin - Collection Game development series
Résumé
With many of today's games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.
In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.
Key Features
- Explains the 10 basic tenets for cross-platform development, whether it involves engine or gameplay coding
- Includes detailed explanations of new technologies, such as multiprocessing and threaded environments and how they will effect the next generation of consoles
- Provides developers with a breakdown of development practices, a detailed breakdown of all the required cross-platform game components, and a comprehensive task list for the team
- Covers the key areas of abstraction of a filesystem, the graphics engine, the memory manager, and how to handle different hardware specifications without changing the code
- Explains how topics such as debugging and UI design take on new meaning and raise different issues when the platform changes and the old tricks no longer work
On The CD
- Book Code: Demonstrates a memory manager filesystem and null network driver example code that uses these libraries, & all the basic header files
- Audio: LibOgg and LibVorbis (www.xiph.org), the patent-free audio codec system that is outlined in Chapter 8
- BuildTools: Jam, the cross-platform build tool covered in Chapter 11 as an alternative to Makefiles
- Graphics: OpenGL, GLUT, and Microsoft DirectX SDK
- Utility Libraries: STLport, Boost, POSIX threads for Windows, and PLib
- Scripting: Lua, source for the Lua interpreter and Lua compiler, and the basic Lua core required by both
L'auteur - Steven Goodwin
Steven Goodwin (London, England) has been in the game industry for over 10 years, progressing from Xbox. During his time, he was responsible for five titles, including the #1 selling Die Hard: Vendetta, which appeared on all three of the above platforms. He has also written over 30 articles in major publications, including the UK game development industry trade magazine, Develop.
Sommaire
- Dedication
- Acknowledgments
- Preface
- Introduction
- Top Ten Tips
- Memory
- The CPU
- Storage
- Debugging
- System I/O
- The Audio System
- The Graphics Engine
- Network Programming
- The Bits We Forget About
- Appendix A: About the CD-ROM
- Appendix B: PlayStation 2 Glossary
- Appendix C: Xbox Glossary
- Appendix D: GameCube Glossary
- Appendix E: Code Guidelines
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Steven Goodwin |
Collection | Game development series |
Parution | 25/05/2005 |
Nb. de pages | 460 |
Format | 18,5 x 23,5 |
Couverture | Broché |
Poids | 963g |
Intérieur | Noir et Blanc |
EAN13 | 9781584503798 |
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