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Game Coding Complete
 
 
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Game Coding Complete [Anglais] [Broché]

Mike McShaffry

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Descriptions du produit

Paul F. Johnson, accu.org

If you ever wanted to know how to write a game, this is the book for you. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

Triple Buffer Software

Mike has put a lot of effort in making this a Game Coding Complete experience. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

Book Description

Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McShaffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and game engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

JA Majors Book Info

Guide to programming commercially viable computer games. Covers all critical facets of programming, working with teams, selecting the right game architecture, testing and debugging, scheduling, and more. Uses the C++ language to explain specific programming concepts. For programmers, developers, and project managers involved in the game development process. Softcover. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

Publisher comments

I’ve worked on a ton of books for game developers over the years and I’ve published quite a number of these titles. Right up front I can tell you that Mike McShaffry is the real deal. He’s one of the few authors around who has the real experience to write a book like Game Coding Complete. This book is jam-packed with the author’s experience over the years of working in an industry that is really dynamic and difficult, perhaps even brutal at times. Throughout the book you’ll find hundreds of stories, tips, "gotchas," and best practices that will make your head spin. Not only is this a great book for game developers but all developers could get a lot out of reading this book and following Mike’s highly practical and expert advice. I think game industry legend Warren Spector sums it up best in the foreword to this book:

"Reading this book, I couldn’t help but marvel at how much Mike’s learned over the years and wonder how much more Mike--and the rest of us--would have gotten done, how much better our games might have been, if we’d had the benefit of the kind of information in the pages that follow. There just wasn’t anyone around back then who knew enough about games, programming practices, and software development. We were making it up as we went along."

If you want to see how real game developers create and code up games for companies like Microsoft and Origin, check out this book. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

About the author

Mike McShaffry, a.k.a. "Mr. Mike," started programming games as soon as he could tap a keyboard—in fact he somehow skipped 7th grade math entirely in favor of writing games in BASIC on an ancient Commodore Pet. In his singleminded pursuit of programming knowledge, he signed up for an extended stay at the University of Houston. To the surprise of himself and the Dean of Mathematics, he was actually graduated five and one-half years later. Shortly after graduation he entered the boot camp of the computer game industry: Origin Systems. He worked for Warren Spector and Richard Garriott, a.k.a. "Lord British," on Martian Dreams, Ultima VII: The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Exactly seven years from the day he was hired, Mike arranged his escape and in 1997 formed his first company, Tornado Alley.

Tornado Alley was a garage start-up whose goal was to create No Grownups Allowed, a massively multiplayer world for children—something that was sure to land Mike and anyone else at Tornado Alley front and center of a Congressional hearing. While No Grownups never left the tarmac, a kid’s activity program called Magnadoodle by Mattel Media did, and in record development time. The entrepreneurial bug, a ravenous and insatiable beast, finally devoured enough of Mike’s remaining EA stock to motivate him to take a steady gig at Glass Eye Entertainment, working for Monty Kerr, where he produced Microsoft Casino. Ten short months later, Monty asked Mike and his newly assembled team to start their own company called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the primary coffee brew master and Head of Studio, and together with the rest of the Compulsive folks, twenty great people in all, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eye’s growing online casual games business.

Mike is currently the Head of Software Development for Glass Eye Entertainment. Mike is never too far away from technology development and research. He still writes code when he can, but he’s also doing business development and project management as well. If Mike’s fingers aren’t tapping away at a keyboard, he’s probably either "downhilling" on his mountain bike or enjoying a tasty beverage with his friends in Austin, Texas. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

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