
Software Engineering for Game Developers
John P. Flynt - Collection Course Technology
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
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 |
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