Итак, настало время скачать для своей коллекции несколько
новых книг по программированию игр.
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Course Technology PTR
Kenneth C Finney
3D Game Programming All in One
Примечание. Ориентирована на движок Torque.
Без исходников сравнительно бесполезна.
http://rapidshare.de/files/4251448/PREM ... 4.ZIP.html
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Course Technology PTR; 1 edition (May 13, 2004)
Michael Dawson
Beginning C++ Game Programming
Примечание. Если вы только знакомитесь с С++ - почитайте.
Если же С++ вам уже знаком, то пользы будет не слишком много.
Если учесть содержание книги, то название следует перевести
как "Изучаем С++ программируя простейшие игры"
http://rapidshare.de/files/810088/17529 ... B.zip.html
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Course Technology PTR; 1 edition (October 22, 2004)
Ron Penton
Beginning C# Game Programming
Примечание. Достаточно хорошая книга, если вам нужно введение в
программирование игр на C# с DirectX.
Подойдет в качестве первого учебника.
http://rapidshare.de/files/4255556/lg-bcs01.zip.html
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Course Technology PTR; 1 edition (December 21, 2004)
Jonathan S. Harbour
Visual Basic Game Programming For Teens
Примечание. Почитайте, если хотите создать простую ролевую игру на Visual Basic 6.
Базовые знания о DirectX - каждому прочитавшему в подарок.
http://rapidshare.de/files/1136072/Musk ... G.zip.html
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Course Technology PTR; 2 edition (June 17, 2004)
Jonathan S. Harbour
Game Programming All in One, Second Edition
Примечание.
This book's source code and sample programs will run, without modification,
on all of the following systems: Windows 9x/2k/ME/XP/2003, Apple MacOS X, Linux (any version), BeOS, QNX,
Unix (Irix, Solaris, Darwin, FreeBSD), and believe it or not, these programs will also run under MS-DOS (DJGPP, Watcom C).
So, that is just about every computer system out there.
At the same time, the Windows version supports DirectX,
so it is future-proof as well. The programs will run in fullscreen or windowed mode with full support for the latest video cards.
As you can see from the table of contents below, this is a very 2D-oriented book,
with many chapters devoted to sprite programming. There is no coverage of 3D--none.
But these chapters are perhaps some of the best you will find on the subject of
2D sprite programming and background scrolling anywhere.
Part I: Introduction To Cross-Platform Game Programming
1: Demystifying Game Development
2: Getting Started with Dev-C++ and Allegro
3: Basic 2D Graphics Programming with Allegro
4: Writing Your First Allegro Game
5: Programming The Keyboard, Mouse, and Joystick
Part II: 2D Game Theory, Design, and Programming
6: Introduction To Game Design
7: Basic Bitmap Handling and Blitting
8: Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites
9: Advanced Sprite Programming: Compiled Sprites, Collision Detection, and Animation
10: Programming Tile-Based Backgrounds with Scrolling
11: Timers, Interrupt Handlers, and Multi-threading
12: Creating A Game World: Editing Tiles and Levels
13: Vertical Scrolling "Arcade Games"
14: Horizontal Scrolling "Platform Games"
Part III: Taking It To The Next Level
15: Mastering The Audible Realm: Allegro's Sound Support
16: Using Data Files To Store Game Resources
17: Playing FLIC Movies
18: Introduction to Artificial Intelligence
19: The Mathematical Side of Games
21: Publishing Your Game
Part IV: Appendices
Appendix A: Chapter Quiz Answers
Appendix B: Useful Tables
Appendix C: Numbering Systems: Binary and Hexadecimal
Appendix D: Recommended Books and Web Sites
Appendix E: Configuring Allegro for Visual C++ and Other Compilers
Appendix F: Compiling The Allegro Source Code
Appendix G: Using the CD-ROM
http://rapidshare.de/files/2286013/Prem ... n.zip.html
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