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3D Game Programming All in One

✍ Scribed by Jonathan S. Harbour


Year
2007
Tongue
English
Leaves
1117
Edition
2
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!

✦ Table of Contents


Cover......Page 1
Contents AT a Glance......Page 9
Contents......Page 11
CH 1 Demystifying Game Development......Page 34
CH 2 Getting Started with Dev-C++ and Allegro......Page 64
CH 3 Basic 2D Graphics Programming with Allegro......Page 102
CH 4 Writing Your First Allegro Game......Page 150
CH 5 Programming The Keyboard, Mouse, and Joystick......Page 176
CH 6 Introduction to Game Design......Page 218
CH 7 Basic Bitmap Handling and Blitting......Page 246
CH 8 Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites......Page 268
CH 9 Advanced Sprite Programming: Animation, Compiled Sprites, and Collision Detection......Page 310
CH 10 Programming Tile-Based Backgrounds with Scrolling......Page 370
CH 11 Timers, Interrupt Handlers, and Multi-Threading......Page 412
CH 12 Creating a Game World: Editing Tiles and Levels......Page 460
CH 13 Vertical Scrolling Arcade Games......Page 486
CH 14 Horizontal Scrolling Platform Games......Page 520
CH 15 Mastering the Audible Realm: Allegro’s Sound Support......Page 542
CH 16 Using Datafiles to Store Game Resources......Page 570
CH 17 Playing FLIC Movies......Page 582
CH 18 Introduction to Artificial Intelligence......Page 594
CH 19 The Mathematical Side of Games......Page 616
CH 20 Publishing Your Game......Page 642
Appendix A Chapter Quiz
Answers......Page 664
Appendix B Useful Tables......Page 682
Appendix C Numbering Systems:
Binary and Hexadecimal......Page 688
Appendix D Recommended Books
and Web Sites......Page 694
Appendix E Configuring Allegro
for Microsoft Visual C++
and Other Compilers......Page 702
Appendix F Compiling the
Allegro Source Code......Page 716
Appendix G Using the CD-ROM......Page 722
Index......Page 724


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