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Programming 2D Games Hardcover – Illustrated, 21 Jun. 2012
| Charles Kelly (Author) See search results for this author |
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A First Course in Game ProgrammingMost of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game.
Enables Students to Create 2D GamesThe text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.
- ISBN-10146650868X
- ISBN-13978-1466508682
- Edition1st
- PublisherA K Peters/CRC Press
- Publication date21 Jun. 2012
- LanguageEnglish
- Dimensions19.05 x 2.54 x 23.62 cm
- Print length440 pages
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About the Author
Charles Kelly is an associate professor at Monroe County Community College, where he teaches game programming and other computer science courses. He is also the project lead of and major contributor to the open source assembler/simulator "EASy68K." He earned a master’s degree in computer science from the University of Michigan-Dearborn, where he is also an adjunct instructor.
Product details
- Publisher : A K Peters/CRC Press; 1st edition (21 Jun. 2012)
- Language : English
- Hardcover : 440 pages
- ISBN-10 : 146650868X
- ISBN-13 : 978-1466508682
- Dimensions : 19.05 x 2.54 x 23.62 cm
- Best Sellers Rank: 1,379,053 in Books (See Top 100 in Books)
- 785 in Microsoft Windows Programming
- 1,309 in Games Programming
- 2,392 in Applied Physics
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Throughout, there's seemingly random code just shoved in there, and no indication as to whether you're supposed to be typing it up, just looking at it as an example or downloading the code from the website (it only tells you what code was used from the website at the end of each chapter!?).
I think his philosophy is: "Here's how to use DirectX, go and play!" rather than "This is DirectX, I'm going to show you how to use it step-by-step".
I have a basic understanding of C++ (NOT Visual C++) and if you don't have any experience with programming (which the book says you don't need) you're going to have a very bad time.
You can get the same information and better explanations for free using tutorial websites/video sites, and they will give you free code to play with too. Save your money.
So, this is definitely a book for people who want to know all the low level details of how a game is made, piece by piece. If you're looking for something easier to digest or if you've never made a game before, you're probably better of starting with some other book that only teaches you the actual game related parts and not the nitty gritty underlying stuff. Also I have to point out that the book assumes you have at least an intermediate knowledge of C++ so make sure to read up on that first before digging into this book.
I'd give it 5/5 if it wasn't for the fact that quite a bit of code is left out of the book with references to the website where you can download the full source code, meaning if you don't have internet access, you might be lost here and there and not understand the whole picture. The book could have been made thicker to include these pieces of code as well in my opinion.
