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Download PDF Game Programming All in One by Bruno Miguel Teixeira de Sousa



Sinopsis

I’ve chosen C++ for this book for several reasons. C++ is a popular programming language that is easy to work with on big projects and is used to build independent components and more. Let’s go over some of these advantages to prove this choice. As you may have heard, C++ is an object-oriented programming language, but what does this mean? Object-oriented programming (or OOP) is a programming paradigm that has proved to be very successful. The idea behind it is to think of modules as objects, it lets you incorporate the attributes and methods of things into working objects. OOP and other programming paradigms to aid your code construction are described in Chapter 9.
 
C++ is a low-level language it works at a very low, or near, level with the computer. The lower level a language is, the faster it will perform, but the more cryptic it will become. At this time, Assembly (do not confuse with Assembler, which is the Assembly compiler) is the lowest language available. There is also C (the predecessor to C++), which is a bit lower level than C++ but higher level than Assembly; however, it isn’t as OOP-friendly as C++. Various other higher languages are available, such as Pascal, Delphi, Visual Basic, and so on.
 
C++ is similar to its predecessor. Apart from offering more capabilities than C, like classes and polymorphism, it is compatible with C, which means that a C++ compiler can compile existing C code without any problem. You can also use C and C++ code in the same program.


Content

  1.  C++ Programming
  2. Introduction to C++ Programming
  3. Variables and Operators
  4. Functions and Program Flow
  5. Multiple Files and the Preprocessor
  6. Arrays, Pointers, and Strings
  7. Classes
  8. Developing Monster
  9. Streams
  10. Basic Software Architecture
  11. Windows Programming 
  12. Designing Your Game Library: Mirus
  13. Beginning Windows Programming
  14. Introduction to DirectX
  15. DirectX Graphics
  16. DirectInput
  17. DirectSound
  18. Hardcore Game Programming
  19. Introduction to Game Design
  20. Data Structures and Algorithms
  21. The Mathematical Side of Games
  22. Introduction to Artificial Intelligence
  23. Introduction to Physics Modeling
  24. Building Breaking Through
  25. Publishing Your Game



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