
Game Programming with Python
Sean Riley - Collection Game development series
Résumé
If C and C++ are the languages of choice for game programmers, why should you consider using Python? Game Programming with Python explores this question in depth and teaches you why and how Python can reduce your development time, improve your technical designs, and make the entire development process more efficient.
Game Programming with Python is about building games using Python. It deals with general concepts of game development and specifics that apply when using Python for game development. Some of the general topics include simulations, game architectures, graphics, networking, and user interfaces. The Python-specific topics covered include Python development strategies, using Python for data-driven systems, performance tuning, modules and packages, and interfaces between Python and other programming languages. Additionally, a series of increasingly complex examples are developed throughout the book using Python.
Python has already been used by professional game developers in a number of popular commercial games, including the award winning Star Trek® Bridge Commander™ (Totally Games), Freedom Force™ (Irrational Games), and Earth & Beyond™ (Electronic Arts).This book describes three major ways of using Python: as a full-fledged programming language to develop real software systems; as a scripting language to control and interface between systems written in other languages; and as a data language to describe game rules and game objects. Throughout the book, each of these major uses of Python is discussed along with the differences between them.
Written for Python programmers interested in learning game development, as well as game developers interested in using Python, the book assumes you have some programming background and a basic grasp of software engineering principles. Some knowledge of the game development process is also assumed, although a concise overview is provided.
Key Features
- Explains why and how Python can reduce your development time, improve your technical designs, and make your entire development process more efficient
- Shows how Python can interact with other languages in game environments, including writing extension modules and extension types, and embedding Python as a scripting language
On the CD!
- Open source libraries and tools
- Code from within the book to build three functional games and other example programs
System Requirements:
Microsoft Windows 98/2000/ME/XP/ NT, Pentium II 400mhz or equiva- lent, 64MB physical RAM, video card with 4MB VRAM, 60GB disk space. You also need to have Python. Optional: OpenGL hardware accelerated graphics card, 28.8K modem or TCP/IP network connection.
L'auteur - Sean Riley
Sean Riley (Austin, TX) has worked as a programmer in the computer industry for eleven years and as a programmer and designer in the game industry for over five years. He has been using Python for over three years and has been involved in open source Python development and two large-scale commercial game development projects using Python. He contributed to Massively Multiplayer Game Development and currently works as a senior software engineer in the core technology group of Ncsoft - the largest publisher of online games in the world, in Austin, Texas.
Sommaire
- Preface
- Overview
- Introduction
- Game Architecture
- Python Game Architectures
- Game Infrastructure
- Python Game Framework
- Simulation Concepts
- Data-Driven Simulations
- Collision Detection
- Game Technologies
- Graphics
- Audio
- Input
- Unit Testing
- Game Programming
- Game Simulations
- Game Levels
- User Interfaces
- Artificial Intelligence
- Procedurally Generated Game Content
- Multiplayer Games
- Network Concepts
- Network Layers
- Client and Servers
- Multiplayers Game Examples
- Advanced Topics
- Using the Python C API
- Extending Python
- Embedding Python
- Appendix : About the CD-ROM
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Sean Riley |
Collection | Game development series |
Parution | 19/01/2005 |
Nb. de pages | 470 |
Format | 18,5 x 23,5 |
Couverture | Broché |
Poids | 1000g |
Intérieur | Noir et Blanc |
EAN13 | 9781584502586 |
ISBN13 | 978-1-58450-258-6 |
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