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Beginning Game Programming

Beginning Game Programming

Michael Morrison

Aug 2004, Paperback with CD-ROM, 624 pages
ISBN13: 9780672326592
ISBN10: 0672326590
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If you are hooked on video games and have a basic knowledge of C++ and visual programming, you will be hooked on Beginning Game Programming. Clear, practical lessons based on C++ programming are the basis of this book's lessons. By focusing on the Windows API to construct games, you will learn game theory in double-buffered graphics, sprite animation, digitized sound effects and music. A fully functional game engine provided on CD, along with tools, code and graphics, will give you the ability to create your own games in the future. Learn the art and science of game programming with help from Beginning Game Programming.

If you are hooked on video games and have a basic knowledge of C++ and visual programming, you will be hooked on Beginning Game Programming. Clear, practical lessons based on C++ programming are the basis of this book's lessons. By focusing on the Windows API to construct games, you will learn game theory in double-buffered graphics, sprite animation, digitized sound effects and music. A fully functional game engine provided on CD, along with tools, code and graphics, will give you the ability to create your own games in the future. Learn the art and science of game programming with help from Beginning Game Programming.

Introduction.

I. GETTING STARTED.

1. Learning the Basics of Game Creation.

2. Creating an Engine for Games.

3. Learning to Draw Basic Graphics.

4. Drawing Graphical Images.

II. INTERACTING WITH GAME PLAYERS.

5. Controlling Games with the Keyboard and Mouse.

6. Example Game: Brainiac.

7. Improving Input with Joysticks.

8. Example Game: Light Cycles.

III. ANIMATING GAMES WITH SPRITES.

9. Making Things Move with Sprite Animation.

10. Managing a World of Sprites.

11. Example Game: Henway.

IV. MAKING NOISE WITH SOUND AND MUSIC.

12. Playing Digital Sound Effects.

13. Playing MIDI Music.

14. Example Game: Battle Office.

V. TAKING ANIMATION TO THE NEXT LEVEL.

15. Animating the Appearance of Sprites.

16. Creating Backgrounds for Your Sprites.

17. Example Game: Meteor Defense.

VI. ADDING BRAINS TO YOUR GAMES.

18. Teaching Games to Think.

19. Example Game: Space Out.

VII. SPICING UP YOUR GAMES.

20. Adding Pizzazz to Your Game with a Splash Screen.

21. Showing Off Your Game with Demo Mode.

22. Keeping Track of High Scores.

VIII. ONE FOR THE ROAD.

23. Changing Perspective with Scrolling Backgrounds.

24. Example Game: Stunt Jumper.

IX. APPENDIXES ON CD-ROM.

Appendix A: Selecting a Game Development Tool.

Appendix B: A C++ Programming Primer.

Appendix C: A Windows Game Programming Primer.

Appendix D: Creating Graphics for Games.

Index.

Michael Morrison is a writer, developer, toy inventor and author of a variety of computer technology books and interactive Web-based courses. In addition to his primary profession as a writer and freelance nerd for hire, Michael is the creative lead at Stalefish Labs, an entertainment company he co-founded with his wife, Masheed. The first commercial debut for Stalefish Labs is a traditional social/trivia game called Tall Tales: The Game of Legends and Creative One-Upmanship (http://www.talltalesgame.com). When not glued to his computer, playing hockey, skateboarding or watching movies with his wife, Michael enjoys hanging out by his koi pond. You can visit Michael on the Web at http://www.michaelmorrison.com.