Déjà client ? Identifiez-vous

Mot de passe oublié ?

Nouveau client ?

CRÉER VOTRE COMPTE
Software Engineering for Game Developers
Ajouter à une liste

Librairie Eyrolles - Paris 5e
Indisponible

Software Engineering for Game Developers

Software Engineering for Game Developers

John P. Flynt - Collection Course Technology

862 pages, parution le 16/12/2004

Résumé

"Software Engineering for Game Developers" is a unique guide-a toolbox for effectively building a computer game using practices that are fostered by software engineering. Examine each major phase of the software engineering lifecycle of an actual game and its developers and gather the tools you need to organize your programming into proper engineering patterns. This book documents a comprehensive development process that started from a set of requirements. This process guided the development team to consistently design and implement a game according to these requirements, staying within budget and delivering the game on time. The tools provided within this book are a valuable resource for software developers in any area-game software development professionals, game producers and designers, testers, writers, artists, and educators.

Features

  • "If any game, small or large, is to be effectively developed, maintained, or modified, it requires use of sound software engineering. This is the book to show you the way." -Robert D. Aron, Ph.D., Director of new product development and chair of the game programming curriculum committee, DeVry University
  • Abundant C++ code that illustrates how different UML schematics are implemented. Ideal for those who want to learn UML.
  • Three C++ game frameworks show the strengths and weaknesses of functional, object-oriented, and patterned approaches to development.
  • An ideal introdcution to requirements gathering for developers and analysts, the book employs a step-by-step requirements approach using use-case analysis, CRCs, and scenarios as applied to games.
  • Templates for requirements, design, testing, error-tracking, and other documents included.

Sommaire

  • Getting into the Game
  • Requirements-Getting the Picture
  • A Tutorial: UML and Object-Oriented Programming
  • Software Design-Much Ado About Something
  • Old Is Good-The Library Approach
  • Object-Oriented Fantasies and Realities
  • P Is for Pattern
  • Risk Analysis
  • Iterating Design
  • Control Freaks and Configuration Management
  • Evident Evil-The Art of Testing
  • Numbers for Nabobs
  • What People Do-Development Strategies
  • Practice, Practice, Practice
  • Team Work
  • Process Improvement
  • Release Planning and Management
  • Documentation-Learning How to Learn
  • Philosophy of Software Engineering and Game Development
  • A: Installation and Setup
  • B: Working with Files
  • C: Source Control
  • D: Software Engineering and Game Design Documentation
  • E: Web Resources
Voir tout
Replier

Caractéristiques techniques

  PAPIER
Éditeur(s) Thomson
Auteur(s) John P. Flynt
Collection Course Technology
Parution 16/12/2004
Nb. de pages 862
Format 18,5 x 23
Couverture Broché
Poids 1760g
Intérieur Noir et Blanc
EAN13 9781592001552
ISBN13 978-1-59200-155-2

Avantages Eyrolles.com

Livraison à partir de 0,01 en France métropolitaine
Paiement en ligne SÉCURISÉ
Livraison dans le monde
Retour sous 15 jours
+ d'un million et demi de livres disponibles
satisfait ou remboursé
Satisfait ou remboursé
Paiement sécurisé
modes de paiement
Paiement à l'expédition
partout dans le monde
Livraison partout dans le monde
Service clients sav.client@eyrolles.com
librairie française
Librairie française depuis 1925
Recevez nos newsletters
Vous serez régulièrement informé(e) de toutes nos actualités.
Inscription