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Cross Platform Game Programming - Steven Goodwin

Cross Platform Game Programming

Steven Goodwin (Autor)

Media-Kombination
460 Seiten
2005
Charles River Media
9781584503798 (ISBN)
CHF 88,15 inkl. MwSt
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Because the book teaches the methods, not the API, it scales well for future platforms and is a great addition for any programmer's bookshelf.
With many of today's games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines. In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this.
It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.

Steven Goodwin (Bedfordshire, England) has been in the game industry for over 9 years, progressing from Windows programmer to lead and management roles on console platforms such as the PS2, GameCube, and Xbox. During his time, he was responsible for five titles, including the #1 selling Die Hard: Vendetta, which appeared on all three of the above platforms. He has also written over 30 articles in major publications, including the UK games development industry trade paper, Develop.

1 Introduction 2 Top Ten Tips 3 Memory 4 The CPU 5 Storage 6 Debugging 7 System I/O 8 The Audio System 9 The Graphics Engine 10 Network Programming 11 The Bits We Forget About Appendix A About The CD-ROM Appencis B Playstation 2 Glossary Appendix C Xbox Glossary Appendix D Gamecube Glossary Appendix E Code Guidelines

Erscheint lt. Verlag 9.4.2005
Zusatzinfo Illustrations
Verlagsort Hingham
Sprache englisch
Maße 188 x 231 mm
Gewicht 960 g
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-13 9781584503798 / 9781584503798
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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