
Résumé
Data Structures for Game Programmers focuses on the
common data structures used in video games, their uses,
graphical demonstrations of each structure, and game-like
demonstrations of their use. The book also goes over some
of the more common algorithms used in computer games. It
discusses methods of designing structures to hold your game
data, and ways to save this data onto a disk for future
use. The CD contains all of the source code and demos
created in the book, graphical demos and game demos, SDL,
STLPort, SDL articles, and more!
Features
- Data Structures for Game Programmers describes, in layman's terms, how to program and work with data structures relating to video games.
- It explains all of the essential data structures that are used in video game programming and also covers some advanced and specialized data structures.
Contents
- Concepts
- The Basics
- Recursion and Trees
- Graphs
- Algorithms
- Appendixes
L'auteur - Ron Penton
Ron Penton is an independent programmer with a primary
interest in computer games. He began using GW-BASIC in
1989, moved on to Visual Basic 4 in 1995, QBasic in 1996,
and learned C++ in 1997. Ron began working on his degree in
1998 at the Rochester Institute of Technology, and is
working on completing his Bachelors in Computer Science at
the University of Buffalo. Ron contributed a chapter in the
book titled “Game Programming All in One”
published by Premier Press.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Premier Press |
Auteur(s) | Ron Penton |
Parution | 31/12/2002 |
Nb. de pages | 970 |
Format | 18,5 x 23 |
Couverture | Broché |
Poids | 1580g |
Intérieur | Noir et Blanc |
EAN13 | 9781931841948 |
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