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Beginning C++ game programming : learn C++ from scratch and get started building your very own games / / John Horton
Beginning C++ game programming : learn C++ from scratch and get started building your very own games / / John Horton
Autore Horton John <1920->
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2016
Descrizione fisica 1 online resource (511 pages) : illustrations, tables
Disciplina 794.815133
Collana Community Experience Distilled
Soggetto topico Video games - Programming
C++ (Computer program language)
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Credits -- About the Author -- Copyright -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- The games -- Timber!!! -- Zombie Arena -- Thomas was Late -- Meet C++ -- Microsoft Visual Studio -- SFML -- Setting up the development environment -- What about Mac and Linux? -- Installing Visual Studio Express 2015 on your desktop -- Setting up SFML -- Creating a reusable project template -- Planning Timber!!! -- Creating a project from the template -- Project assets -- Outsourcing assets -- Making your own sound FX -- Adding assets to the project -- Exploring assets -- Understanding screen and internal coordinates -- Starting to code the game -- Making code clearer with comments -- #including Windows essentials -- The main function -- Presentation and syntax -- Returning values from a function -- Running the game -- Opening a window using SFML -- #including SFML features -- OOP, classes, objects -- Using namespace sf -- SFML VideoMode and RenderWindow -- Running the game -- The main game loop -- While loops -- C-style code comments -- Input, update, draw, repeat -- Detecting a key press -- Clearing and drawing the scene -- Running the game -- Drawing the game background -- Preparing the sprite using a texture -- Double-buffering the background sprite -- Running the game -- Handling errors -- Configuration errors -- Compile errors -- Link errors -- Bugs -- FAQ -- Summary -- Chapter 2: Variables, Operators, and Decisions - Animating Sprites -- C++ variables -- Types of variable -- Constants -- User-defined types -- Declaring and initializing variables -- Declaring variables -- Initializing variables -- Declaring and initializing in one step -- Declaring and initializing user-defined types -- Manipulating variables.
C++ arithmetic and assignment operators -- Getting things done with expressions -- Adding clouds, a tree, and a buzzing bee -- Preparing the tree -- Preparing the bee -- Preparing the clouds -- Drawing the tree, the bee, and the clouds -- Random numbers -- Generating random numbers in C++ -- Making decisions with if and else -- Logical operators -- C++ if and else -- If they come over the bridge, shoot them! -- Or do this instead -- Reader challenge -- Timing -- The frame-rate problem -- The SFML frame-rate solution -- Moving the clouds and the bee -- Giving life to the bee -- Blowing the clouds -- FAQ -- Summary -- Chapter 3: C++ Strings, SFML Time, Player Input, and HUD -- Pausing and restarting the game -- C++ strings -- Declaring strings -- Assigning a value to strings -- Manipulating strings -- SFML Text and Font -- Adding a score and a message -- Adding a time bar -- FAQ -- Summary -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions - Implementing Game Mechanics -- Loops -- while loops -- Breaking out of a while loop -- for loops -- Arrays -- Declaring an array -- Initializing the elements of an array -- Quickly initializing the elements of an array -- So what do these arrays really do for our games? -- Making decisions with switch -- Class enumerations -- Getting started with functions -- Function return types -- Function names -- Function parameters -- The function body -- Function prototypes -- Organizing functions -- Function gotcha! -- Final word on functions - for now -- Absolute final word on functions - for now -- Growing the branches -- Preparing the branches -- Updating the branch sprites each frame -- Drawing the branches -- Moving the branches -- FAQ -- Summary -- Chapter 5: Collisions, Sound, and End Conditions - Making the Game Playable -- Preparing the player (and other sprites).
Drawing the player and other sprites -- Handling the player's input -- Handling setting up a new game -- Detecting the player chopping -- Detecting a key being released -- Animating the chopped logs and the ax -- Handling death -- Simple sound FX -- How SFML sound works? -- When to play the sounds -- Adding the sound code -- Improving the game and the code -- FAQ -- Summary -- Chapter 6: Object-Oriented Programming, Classes, and SFML Views -- Planning and starting the Zombie Arena game -- Creating a project from the template -- The project assets -- Exploring the assets -- Adding the assets to the project -- OOP -- What is OOP? -- Encapsulation -- Polymorphism -- Inheritance -- Why do it like this? -- What is a class? -- The class variable and function declarations -- The class function definitions -- Using an instance of a class -- Constructors and getter functions -- Jumping around in the code -- Building the Player-the first class -- Coding the Player class header file -- Coding the Player class function definitions -- Controlling the game camera with SFML View -- Starting the Zombie Arena game engine -- Managing the code files -- Starting coding the main game loop -- FAQ -- Summary -- Chapter 7: C++ References, Sprite Sheets, and Vertex Arrays -- C++ References -- References summary -- SFML vertex arrays and sprite sheets -- What is a sprite sheet? -- What is a vertex array? -- Building a background from tiles -- Building a vertex array -- Using the vertex array to draw -- Creating a randomly generated scrolling background -- Using the background -- FAQ -- Summary -- Chapter 8: Pointers, the Standard Template Library, and Texture Management -- Pointers -- Pointer syntax -- Declaring a pointer -- Initializing a pointer -- Reinitializing pointers -- Dereferencing a pointer -- Pointers are versatile and powerful -- Dynamically allocated memory.
Passing a pointer to a function -- Declaring and using a pointer to an object -- Pointers and arrays -- Summary of pointers -- The Standard Template Library -- What is a Map -- Declaring a Map -- Adding data to a Map -- Finding data in a Map -- Removing data from a Map -- Checking the size of a Map -- Checking for keys in a Map -- Looping/iterating through the key-value pairs of a Map -- The auto keyword -- STL summary -- The TextureHolder Class -- Coding the TextureHolder header file -- Coding the TextureHolder function definitions -- What exactly have we achieved with TextureHolder? -- Building a horde of zombies -- Coding the Zombie.h file -- Coding the Zombie.cpp file -- Using the Zombie class to create a horde -- Bringing the horde to life (back to life) -- Using the TextureHolder class for all textures -- Change the way the background gets its textures -- Change the way Player gets its texture -- FAQ -- Summary -- Chapter 9: Collision Detection, Pickups, and Bullets -- Coding the Bullet class -- Coding the Bullet header file -- Coding the Bullet source file -- Making the bullets fly -- Including the Bullet class -- Control variables and the bullet array -- Reloading the gun -- Shooting a bullet -- Updating the bullets each frame -- Drawing the bullets each frame -- Giving the player a crosshair -- Coding a class for pickups -- Coding the Pickup header file -- Coding the Pickup class function definitions -- Using the Pickup class -- Detecting collisions -- Has a zombie been shot? -- Has the player been touched by a zombie? -- Has the player touched a pickup? -- FAQ -- Summary -- Chapter 10: Layering Views and Implementing the HUD -- Adding all the Text and HUD objects -- Updating the HUD each frame -- Drawing the HUD, and the home and level up screens -- FAQ -- Summary -- Chapter 11: Sound Effects, File I/O, and Finishing the Game.
Saving and loading the high-score -- Preparing sound effects -- Leveling up -- Restarting the game -- Playing the rest of the sounds -- Adding sound effects while the player is reloading -- Make a shooting sound -- Play a sound when the player is hit -- Play a sound when getting a pickup -- Make a splat sound when a zombie is shot -- FAQ -- Summary -- Chapter 12: Abstraction and Code Management - Making Better Use of OOP -- The Thomas Was Late game -- Features of Thomas Was Late -- Creating a project from the template -- The project assets -- Game level designs -- GLSL Shaders -- The graphical assets close-up -- The sound assets close-up -- Adding the assets to the project -- Structuring the Thomas Was Late code -- Building the game engine -- Reusing the TextureHolder class -- Coding Engine.h -- Coding Engine.cpp -- Coding the Engine class constructor definition -- Coding the run function definition -- Coding the input function definition -- Coding the update function definition -- Coding the draw function definition -- The Engine class so far -- Coding the main function -- FAQ -- Summary -- Chapter 13: Advanced OOP - Inheritance and Polymorphism -- Inheritance -- Extending a class -- Polymorphism -- Abstract classes - virtual and pure virtual functions -- Building the PlayableCharacter class -- Coding PlayableCharacter.h -- Coding PlayableCharacter.cpp -- Building the Thomas and Bob classes -- Coding Thomas.h -- Coding Thomas.cpp -- Coding Bob.h -- Coding Bob.cpp -- Updating the game engine to use Thomas and Bob -- Updating Engine.h to add an instance of Bob and Thomas -- Updating the input function to control Thomas and Bob -- Updating the update function to spawn and update the PlayableCharacter instances -- Spawning Thomas and Bob -- Updating Thomas and Bob each frame -- Drawing Bob and Thomas -- FAQ -- Summary.
Chapter 14: Building Playable Levels and Collision Detection.
Record Nr. UNINA-9910135962603321
Horton John <1920->  
Birmingham, England : , : Packt Publishing, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Disciplina 794.815133
Soggetto topico Video games - Programming
Video games - Design
Java (Computer program language)
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- jMonkeyEngine 3.0 Beginner's Guide -- Table of Contents -- jMonkeyEngine 3.0 Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- Get a head start -- Who this book is for -- Getting things done -- The building blocks of game development -- Listening to the heartbeat of your game -- Putting the pieces together -- Sources of information -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Installing jMonkeyEngine -- Installation requirements for game developers -- Time for action - installing the jMonkeyEngine SDK -- jMonkeyEngine SDK at your service -- Can I work in other Java IDEs? -- Time for action - running a demo -- What just happened? -- Time for action - creating a project -- What just happened? -- Assets and the art pipeline -- Time for action - distributing a game -- What just happened? -- Can I sell my jMonkeyEngine game? -- Summary -- 2. Creating Your First 3D Scene -- A basic template to initialize scenes -- Time for action - initializing a scene step by step -- What just happened? -- Starting and stopping the application -- Time for action - starting the application -- What just happened? -- Orient yourself in 3D space -- Time for action - finding the spot -- What just happened? -- Pop quiz - which way, vector? -- And how do I say that in Java? -- Time for action - position it! -- What just happened? -- Time for action - scale it! -- What just happened? -- Time for action - rotate it! -- What just happened?.
Time for action - rotate it again, Sam -- What just happened? -- Where am I? -- Time for action - navigating the scene -- Pop quiz ‑ spinning around -- Populating the scene -- Time for action - node versus geometry -- What just happened? -- Pop quiz - the truth about spatials -- Extending SimpleApplication -- Make a big scene -- Time for action - configuring display settings -- What just happened? -- Keeping an eye on your FPS -- Time for action - checking vital stats -- What just happened? -- Navigating the scene with a mouse and a keyboard -- Time for action - move it! -- What just happened? -- Have a go hero - tower defense -- Summary -- 3. Interacting with the User -- The digital Dungeon Master -- Time for action - from input to output in slow motion -- What just happened? -- Time for action - pushing the right buttons -- What just happened? -- Time for action - trigger meets mapping -- What just happened? -- Time for action - mapping meets listeners -- What just happened? -- Time for action - listeners meet actions -- What just happened? -- Click me if you can -- Time for action - pick a brick (using crosshairs) -- What just happened? -- Time for action - pick a brick (crosshairs with ray casting) -- What just happened? -- Time for action - pick a brick (using the mouse pointer) -- What just happened? -- Time for action - pick a brick (pointer with ray casting) -- What just happened? -- Pop quiz - input handling -- How to steer spatials -- Time for action - you are the CubeChaser -- What just happened? -- Time for action - chase all the cubes! -- What just happened? -- Time for action - get these cubes under control -- What just happened? -- Time for action - get into the right AppState of mind -- What just happened? -- Time for action - call me maybe? -- What just happened? -- Coordinating global game mechanics.
The beauty of AppStates and controls -- Pop quiz - how to control game mechanics -- Have a go hero - shoot down the creeps! -- Summary -- 4. Adding Character to Your Game -- Making a Mesh -- Time for action - meshing around with cubes -- What just happened? -- Time for action - meshing around with spheres -- What just happened? -- From mesh to geometry -- Beg, steal, or borrow -- The right wrench to pound in the screw -- Time for action - installing the Blender-to-Ogre3D plugin -- What just happened? -- Time for action - sculpting the mesh -- What just happened? -- Time for action - coloring the mesh -- What just happened? -- Time for action - a model for to go, please -- What just happened? -- Time for action - loading a model (just testing) -- What just happened? -- Time for action - loading a model (for real) -- What just happened? -- Managing assets - best practices -- Time for action - sorting your stuff out -- What just happened? -- Time for action - saving and loading .j3o files -- What just happened? -- Pop quiz -- Animating a model -- Time for action - rig, skin, and animate -- What just happened? -- Time for action - loading an animated model -- What just happened? -- Time for action - playing an animated model -- What just happened? -- Time for action - responding to animation events -- What just happened? -- Pop quiz -- Loading a simple user interface -- Time for action - displaying text -- What just happened? -- Time for action - loading AngelCode fonts -- What just happened? -- Time for action - loading icons into the GUI -- What just happened? -- Time for action - display interactive status icons -- What just happened? -- Time for action - 3D objects in the 2D GUI? -- What just happened? -- The art pipeline -- Have a go hero - furnishing the tower defense game -- Summary -- 5. Creating Materials -- What is a material?.
Time for action - unshaded materials -- What just happened? -- Material definitions and shaders -- Good-bye unshaded, hello lighting! -- Time for action - no frills, just color -- What just happened? -- Time for action - oooh, shiny! -- What just happened? -- Time for action - illuminated opaque textures -- What just happened? -- Time for action - semitransparent texture -- What just happened? -- Time for action - transparent textures -- What just happened? -- Pop quiz - transparent versus opaque -- Multimapping -- Time for action - meet the hover tank -- What just happened? -- Time for action - let the hover tank be groovy -- What just happened? -- Time for action - give your hover tank a shine -- What just happened? -- Time for action - make your hover tank glow -- What just happened? -- Time for action - deep-freeze your materials -- What just happened? -- Pop quiz - multimapping -- Different types of textures -- Time for action - scaling and tiling textures -- What just happened? -- Time for action - lights on! -- What just happened? -- Have a go hero -- Summary -- 6. Having Fun with Physics -- Solid floors and walls -- Time for action - fortify the town -- What just happened? -- Time for action - first-person navigation -- What just happened? -- Fun with rigid bodies -- Time for action - falling bricks -- What just happened? -- Time for action - flying cannon balls -- What just happened? -- Time for action - predict the explosion -- What just happened? -- Dynamic, static, and kinematic -- Time for action - an elevator platform -- What just happened? -- Time for action - react to collisions -- What just happened? -- Time for action - timing forces correctly -- What just happened? -- My whole world is falling apart -- LEET skillz - learn from the pros -- Pop quiz -- Have a go hero - rubber balls versus stacked crates -- Summary.
7. Adding Spark to Your Game -- Particle effects -- Time for action - stir up some dust -- What just happened? -- Time for action - sparks -- What just happened? -- Time for action - fit to burst? -- What just happened? -- Starting and stopping effects -- Time for action - fire! -- What just happened? -- Time for action - design effects in the SDK -- What just happened? -- Time for action - finding stuff in the scene graph -- What just happened? -- Custom effect textures -- Have a go hero - explosion! -- Scene-wide effects -- Time for action - welcome to Dark Town -- What just happened? -- Time for action - welcome to Dark City -- What just happened? -- Time for action - this city needs more gloom -- What just happened? -- Time for action - stay focused -- What just happened? -- Time for action - this city needs more glow -- What just happened? -- Time for action - toons and artistic effects -- What just happened? -- Have a go hero -- Summary -- 8. Creating Landscapes -- Welcome to Earth -- Time for action - climbing a hill -- What just happened? -- Time for action - let there be grass -- What just happened? -- Time for action - splat goes the texture -- What just happened? -- But wait, there's more -- Time for action - up hill and down dale -- What just happened? -- Time for action - go fast and vast -- What just happened? -- Time for action - plant a tree -- What just happened? -- Not even the sky is the limit -- Time for action - nothing but blue sky -- What just happened? -- Time for action - sky factory -- What just happened? -- Time for action - fog of war -- What just happened? -- Catch the sun -- Time for action - let the sun shine in -- What just happened? -- Still waters run deep -- Time for action - simple water -- What just happened? -- Time for action - take a swim -- What just happened? -- Pop quiz -- Have a go hero -- Summary.
9. Making Yourself Heard.
Record Nr. UNINA-9910806237803321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn unity for iOS game development / / Philip Chu
Learn unity for iOS game development / / Philip Chu
Autore Chu Philip
Edizione [1st ed. 2013.]
Pubbl/distr/stampa [Berkeley, CA], : Apress, 2013
Descrizione fisica 1 online resource (xxix, 524 pages) : illustrations (some color), color map
Disciplina 794.815133
Collana Technology in action series Learn Unity 4 for iOS game development
Soggetto topico Computer games - Programming
Three-dimensional display systems
ISBN 1-4302-4876-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: Getting Started; Prerequisites; Prepare Your Mac; Register as an iOS Developer; Download Xcode; Download Unity; Install Unity; Run the Installer; Activate a License; Welcome to Unity!; Manage Unity; Change Skins (Pro); Update the License; Report Problems; Check for Updates; Explore Further; iOS Development Requirements; The Unity Web Site; Unity Manuals and References; The Unity Community; Chapter 2: A Unity Tour; Bring out the Angry Bots; Open the Angry Bots Project; Open the Angry Bots Scene; Play Angry Bots; Build Angry Bots; The Editor Layout
Preset LayoutsCustom Layouts; Resize Areas; Move Views; Detach Views; Add and Remove Views; The Inspector View; The Project View; Switch Between One-Column and Two-Columns; Scale Icons; Inspect Assets; Search for Assets; Operate on Assets; The Hierarchy View; Inspect Game Objects; Parent and Child GameObjects; The Scene View; Navigate the Scene; Scene View Options; Scene View Gizmos; The Game View; Maximize on Play; Stats; Game View Gizmos; The Console View; Explore Further; Unity Manual; Tutorials; Version Control; Chapter 3: Making a Scene; Create a New Project; The Main Camera
Multiple CamerasAnatomy of a Camera; The Transform Component; The Camera Component; Clear Flags; Culling Mask; Projection; Viewport; Depth; Rendering Path; Target Texture (Pro); HDR; FlareLayer Component; GUILayer Component; AudioListener Component; Add a Cube to the Scene; Make the Cube; Frame the Cube; Move the Cube; Anatomy of a Cube; Transform Component; MeshFilter Component; MeshRenderer Component; BoxCollider Component; Align With View; Camera Control; Import the Script; Attach the Script; Add a Light; Anatomy of a Light; Type; Range; Color; Intensity; Shadow Type; Cookie; Culling Mask
FlareDraw Halo; Render Mode; Lightmapping; Adjust the Light; Make a Halo; Add a Skybox; Import the Skybox; Anatomy of a Skybox; Apply the Skybox; Add a Flare; Import Flares; Apply the Flare; Textures; Import a Texture; Shop the Asset Store; Import the Texture; Apply the Texture; Explore Further; Unity Manual; Reference Manual; Asset Store; Computer Graphics; Chapter 4: Making It Move: Scripting the Cube; Organize the Assets; Create the Script; Name the Script; Anatomy of a Script; Attach the Script; Edit the Script; Understand the Script; Read the Scripting Reference; Run the Script
Debug the ScriptCompilation Errors; Runtime Errors; Debug with MonoDevelop; Make It Rotate; Rotate the Transform; Other Ways to Rotate; Rotate in World Space; Tween Rotation; Children of the Cube; Making Prefabs; Breaking Prefabs; Explore Further; Unity Manual; Scripting Reference; Asset Store; Scripting; Chapter 5: Let's Dance! Animation and Sound; Import the Skeletons Pack; Add a Skeleton; Hide the Cubes; Orbit the Skeleton; Make the Skeleton Dance; Make the Skeleton Dance Forever; Watch the Hips; Add a Dance Floor; Add a Shadow (Pro); Add Music; Explore Further; Unity Manual
Reference Manual
Record Nr. UNINA-9910438097803321
Chu Philip  
[Berkeley, CA], : Apress, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learning Stencyl 3.x game development beginner's guide : a fast-paced, hands-on guide for developing a feature-complete video game on almost any desktop computer, without writing a single line of computer code / / Innes Borkwood
Learning Stencyl 3.x game development beginner's guide : a fast-paced, hands-on guide for developing a feature-complete video game on almost any desktop computer, without writing a single line of computer code / / Innes Borkwood
Autore Borkwood Innes
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (336 p.)
Disciplina 794.815133
Soggetto topico Video games - Programming
ISBN 1-84969-597-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Let's make a game! -- Detecting collisions -- Creating behaviors -- Animation in Stencyl -- Managing displaying information -- Polishing the game -- Implementing sounds -- Publishing and making money from your games -- Targeting mobile platforms.
Record Nr. UNINA-9910810015403321
Borkwood Innes  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui