Beginning Android C++ game development / / Bruce Sutherland |
Autore | Sutherland Bruce |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | New York : , : Apress, , 2013 |
Descrizione fisica | 1 online resource (xix, 296 pages) : illustrations (some color) |
Disciplina |
004
794.815268 |
Collana | Gale eBooks |
Soggetto topico |
Application software - Development
Mobile computing - Programming C++ (Computer program language) |
ISBN | 1-4302-5831-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: An Introduction to Game Development""; ""A Brief History of Video Games""; ""Who Makes Games?""; ""The Difference between Computer Games and Board Games""; ""Comparing Mobile Phones to Game Consoles""; ""An Overview of Game Engines""; ""Summary""; ""Chapter 2: An Introduction to the Android Game Development Ecosystem""; ""Java and the Dalvik Virtual Machine""; ""C++ and the NDK""; ""Fragmentation and the Android Ecosystem""; ""Android Versions""
""Screen Resolution and Aspect Ratio""""Input Device Support""; ""GPUs""; ""HelloDroid - Our First Android Game""; ""Creating a New Eclipse Project""; ""Adding NDK Support""; ""A Look at the NDK Build System""; ""Modifying the Build File""; ""Adding Application-Level Build Options""; ""Enabling Debugging""; ""Running the Game""; ""Summary""; ""Chapter 3: Game Design for Beginners: Droid Runner""; ""An Introduction to Design Documents""; ""Creating a World, Telling a Story, and Setting the Scene""; ""The Droid Runner Design Overview""; ""Section 1 - Game Overview"" ""Defining the Gameplay and Mechanics""""Section 2 - Gameplay and Mechanics""; ""Section 2.1 - Gameplay""; ""Section 2.2 - Mechanics""; ""Section 2.2.1 - Movement""; ""Section 2.2.2 - Obstacles""; ""Section 2.2.3 - Pickups""; ""Level Design""; ""Pacing""; ""Aesthetics""; ""Scale""; ""Technical Requirements""; ""Summary""; ""Chapter 4: Building a Game Engine""; ""Creating an Application Object""; ""Creating the Game Loop Using a Kernel and Tasks""; ""Starting the Kernel Class""; ""Defining the Task Interface""; ""Examining the Kernel Methods""; ""Android�s Native App Glue""; ""Timekeeping"" ""Summary""""Chapter 5: Writing a Renderer""; ""Initializing the Window and OpenGL Using EGL""; ""An Introduction to Shaders""; ""An Introduction to Vertex Shaders in OpenGL ES 2.0""; ""An Introduction to Fragment Shaders in OpenGL ES 2.0""; ""Creating a Shader Program""; ""Rendering a Quad with OpenGL""; ""Representing Geometry""; ""Creating a Renderable""; ""Creating the Basic Shader""; ""Creating an App-Specific Application and Task""; ""Applying Textures to Geometry""; ""Loading a File""; ""Loading a TGA File""; ""Representing a GL Texture""; ""Creating TextureShader"" ""Initializing Textures and Shaders""""Loading Textures in a Task""; ""Summary""; ""Chapter 6: Game Entities""; ""What Is a Game Entity?""; ""Communicating with Game Objects via Events""; ""The Event Class""; ""The EventHandler Classes""; ""The EventManager""; ""EventManager�s Friend Functions""; ""Big O Notation""; ""EventManager�s Interface Methods""; ""Rendering an Object""; ""The TransformComponent Class""; ""The Transform Class""; ""The RenderableComponent""; ""The TransformShader Class""; ""The Player Object""; ""Making the Player Jump""; ""A Basic AI Entity""; ""Summary"" ""Chapter 7: Building Game Levels with Collision"" |
Record Nr. | UNINA-9910735387703321 |
Sutherland Bruce | ||
New York : , : Apress, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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C++ Game Development Primer [[electronic resource] /] / by Bruce Sutherland |
Autore | Sutherland Bruce |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (85 p.) |
Disciplina | 005.133 |
Collana | Expert's Voice in C++ |
Soggetto topico |
Programming languages (Electronic computers)
Software engineering Programming Languages, Compilers, Interpreters Software Engineering/Programming and Operating Systems |
ISBN | 1-4842-0814-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910300476203321 |
Sutherland Bruce | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
C++ Recipes [[electronic resource] ] : A Problem-Solution Approach / / by Bruce Sutherland |
Autore | Sutherland Bruce |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (473 p.) |
Disciplina | 004 |
Collana | Expert's Voice in C++ |
Soggetto topico |
Programming languages (Electronic computers)
Software engineering Programming Languages, Compilers, Interpreters Software Engineering/Programming and Operating Systems |
ISBN | 1-4842-0157-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Beginning C++; Recipe 1-1. Finding a Text Editor; Problem; Solution; Recipe 1-2. Installing Clang on Ubuntu; Problem; Solution; How It Works; Recipe 1-3. Installing Clang on Windows; Problem; Solution; How It Works; Recipe 1-4. Installing Clang on OS X; Problem; Solution; How It Works; Recipe 1-5. Building Your First C++ Program; Problem; Solution; Recipe 1-6. Debugging C++ programs using GDB in Cygwin or Linux; Problem; Solution; How It Works; Recipe 1-7. Debugging Your C++ Programs on OS X; Problem; Solution; How It Works
Recipe 1-8. Switching C++ Compilation ModesProblem; Solution; How It Works; Recipe 1-9. Building with the Boost Library; Problem; Solution; How It Works; Chapter 2: Modern C++; Recipe 2-1. Initializing Variables; Problem; Solution; How It Works; Recipe 2-2. Initializing Objects with Initializer Lists; Problem; Solution; How It Works; Recipe 2-3. Using Type Deduction; Problem; Solution; How It Works; Recipe 2-4. Using auto with Functions; Problem; Solution; How It Works; Recipe 2-5. Working with Compile Time Constants; Problem; Solution; How It Works; Recipe 2-6. Working with Lambdas; Problem SolutionHow It Works; Recipe 2-7. Working with Time; Problem; Solution; How It Works; Getting the Current Date and Time; Comparing Times; Recipe 2-8. Understanding lvalue and rvalue References; Problem; Solution; How It Works; Recipe 2-9. Using Managed Pointers; Problem; Solution; How It Works; Using unique_ptr; Using shared_ptr Instances; Using a weak_ptr; Chapter 3: Working with Text; Recipe 3-1. Representing Strings in Code Using Literals; Problem; Solution; How It Works; Recipe 3-2. Localizing User Facing Text; Problem; Solution; How It Works; Recipe 3-3. Reading Strings from a File ProblemSolution; How It Works; Recipe 3-4. Reading the Data from an XML File; Problem; Solution; How It Works; Recipe 3-5. Inserting Runtime Data into Strings; Problem; Solution; How It Works; Chapter 4: Working with Numbers; Recipe 4-1. Using the Integer Types in C++; Problem; Solution; How It Works; Working with the int Type; Working with Different Types of Integers; Working with Unsigned Integers; Recipe 4-2. Making Decisions with Relational Operators; Problem; Solution; How It Works; The Equality Operator; The Inequality Operator; The Greater-than Operator; The Less-than Operator Recipe 4-3. Chaining Decisions with Logical OperatorsProblem; Solution; How It Works; The && Operator; The Logical || Operator; Recipe 4-4. Using Hexadecimal Values; Problem; Solution; How It Works; Recipe 4-5. Bit Twiddling with Binary Operators; Problem; Solution; How It Works; The & (Bitwise And) Operator; The | (Bitwise Or) Operator; The ^ (Exclusive Or) Operator; The > Operators; Chapter 5: Classes; Recipe 5-1. Defining a Class; Problem; Solution; How It Works; Recipe 5-2. Adding Data to a Class; Problem; Solution; How It Works; Recipe 5-3. Adding Methods; Problem; Solution How It Works |
Record Nr. | UNINA-9910300653103321 |
Sutherland Bruce | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Learn C++ for Game Development / / by Bruce Sutherland |
Autore | Sutherland Bruce |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (296 p.) |
Disciplina | 794.8151 |
Collana | Expert's voice in game development |
Soggetto topico |
Programming languages (Electronic computers)
Software engineering Programming Languages, Compilers, Interpreters Software Engineering/Programming and Operating Systems |
ISBN | 1-4302-6458-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Beginning C++; Compilers; Programming Paradigms; Procedural Programming; Object-Oriented Programming; Generic Programming; C++ Game Programming; Our First C++ Program; Summary; Part 1: Procedural Programming; Chapter 2: Writing a Guessing Game with C++ Types; Dynamic Versus Static Typed Languages; Declaring Variables; Defining Variables; Integers; Unsigned Integers; Two's Complement; Floating Point Numbers; Boolean Values; Enums; Switching from One Type to Another; static_cast; A Simple Guessing Game; Summary
Chapter 3: Creating Calculators with OperatorsThe Assignment Operator; Arithmetic Operators; The Addition Operator; The Subtraction Operator; The Multiplication and Division Operators; The Modulo Operator; A Simple Arithmetic Calculator; Relational Operators; Equality Operators; Greater-Than Operators; Less-Than Operators; Simple Comparison Calculators; Bitwise Operators; Hexadecimal Number Representation; The Binary & (AND) Operator; The Binary | (OR) Operator; The Binary ^ (Exclusive OR) Operator; The Left Shift (>) Operator; Logical Operators The && OperatorThe || Operator; Unary Operators; Arithmetic Unary Operators; Unary Negative Operator; Unary Plus Operator; The Increment and Decrement Operators; The Logical Not Unary Operator; The One's Complement Operator; Summary; Chapter 4: Beginning C++ Game Development with Arrays; The C++ Array; Pointers; Pointer Arithmetic; Dereferencing Pointers; Pointers and Arrays; C Style Strings in Arrays; Working with C Style Strings; strlen; strcmp; strcpy; strcat; Text Adventure Game; Summary; Chapter 5: Functions, the Building Blocks of C++; Writing Our First Function Passing Parameters to FunctionsReturn Values; Passing by Pointer; Passing by Reference; Structures; Adding Functions to Text Adventure; Summary; Chapter 6: Making Decisions with Flow Control; The if Statement; The else and else if Statements; The for Loop; The while Loop; The switch Statement; The break and continue Keywords; The goto Statement; Adding a Game Loop to Text Adventure; Summary; Chapter 7: Organizing Projects Using Files and Namespaces; Source and Header Files; Creating Namespaces; Updating Text Adventure with Source Files, Header Files, and Namespaces; Summary Part 2: Object-Oriented ProgrammingChapter 8: Object-Oriented Programming with Classes; Object-Oriented Programming; Encapsulation; Constructors and Destructors; Method Overloading; Operator Overloading; Updating Text Adventure to Use Classes; Summary; Chapter 9: Controlling Data with Access Modifiers; The static Keyword; Creating static Local Variables; Using static class Member Variables; Using static Member Methods; Using static to Alter Global Scope; The const Keyword; Constant Variables; Constant Pointers; Constant Parameters; Constant Member Methods; Two More Keywords The inline Keyword |
Altri titoli varianti | Learn C plus plus for game development |
Record Nr. | UNINA-9910300470603321 |
Sutherland Bruce | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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