The Fundamentals of C/C++ Game Programming
eBook - ePub
Available until 4 Jun |Learn more

The Fundamentals of C/C++ Game Programming

Using Target-based Development on SBC's

  1. 502 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub
Available until 4 Jun |Learn more

The Fundamentals of C/C++ Game Programming

Using Target-based Development on SBC's

About this book

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts.

Key Features:

  • Increases the confidence of new coders by demonstrating how to get things done.
  • Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project.
  • Provides tutorials on Graphics API's that can be easily understood by a novice.
  • Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system.
  • Gives a sense of achievement to the reader and pushes them toward improvement.

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Yes, you can access The Fundamentals of C/C++ Game Programming by Brian Beuken in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. “From Hello World to Halo—It’s Just Code!”
  7. Thanks
  8. Brian Beuken: Who Is He?
  9. 1. Getting Started
  10. 2. Getting Our Target Ready
  11. 3. Using the Target
  12. 4. Putting It All Together
  13. 5. Finally Our First Games
  14. 6. A New Third Dimension
  15. 7. Space the Final Frontier
  16. 8. Recognizable Environments
  17. 9. Let’s Go Indoors
  18. 10. Graphics Need a Boost
  19. 11. Populating the World
  20. 12. Some Advanced Stuff
  21. Appendix I
  22. Appendix II
  23. Appendix III
  24. Appendix IV
  25. Appendix V
  26. Appendix VI
  27. Appendix VII
  28. Appendix VIII
  29. Index