Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.
Android phones are rapidly gaining market share, nudging the iPhone out of the top spot. Games are the most frequently downloaded apps in the Android market, and users are willing to pay for them. Game programming can be challenging, but this step-by-step guide explains the process in easily understood terms. A companion Web site offers all the programming examples for download.
Includes a chapter on developing games in Flash for the iPhone!
Gary Rosenzweig's ActionScript 3.0 Game Programming University, Second Edition is the best hands-on tutorial for learning ActionScript 3.0, the programming language behind Flash Professional CS5. You will master all the basics of ActionScript programming by building 16 robust games. One step at a time, you'll learn techniques (and get tested code) that can be adapted to virtually any project, from games to training and advertising....
When I finished my first degree in law back in 1993, I was very proud and a little bit
exhausted from the long learning period. So I decided to relax by playing a new game by
NovaLogic called Comanche.
I started the night of January 11th and finished about three days later with only a few hours
of sleep. With the new experience in my head, I decided to start computer game programming.
My goal was to program a terrain engine like Comanche. My then-girlfriend—now
wife—looked a little bit confused when a young, recently-graduated lawyer told her that
was going to be a game programmer....
This book does not cover Windows or DirectX at all. Instead, this book focuses on the subject of game programming using a cross-platform game library called Allegro. This library is extremely powerful and versatile. I did not even hesitate to choose Allegro when developing the initial proposal for this book because Allegro opens up a world of possibilities that are ignored when you focus spe-ciﬁcally on Windows and DirectX. This edition still uses the standard C language, and the sample programs will compile on multiple platforms.
Android games programmers now have the power to write games for Android tablets. Beginning Android Tablet Games Programming explains how to enhance your Android games using the new tablet interface and the additional screen estate. You'll learn how to bring your programming skills up to date and into a world where touch screens, games physics, and artificial intelligence come together in new and surprising ways.
In Learning iOS Game Programming, you’ll learn how to build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use.
Join the game development revolution today! XNA 3.0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn’t sacrifice power for this ease of use—it is built entirely on DirectX technology.
Many of us wish to create our own video games. For some, gaming is a hobby, and
for others it is something fun to participate in casually. But for the rest of us,
gaming and the dream of making our own games is more like a passion. Chances
are, if you’ve purchased this book, you are looking to turn your desire and passion
into something you can play and share with others.
This book covers areas contained in the “loose” definition of HTML5, meaning the
It includes sections on the math behind popular game effects, teaching you the
hard way before providing the one to two lines of code solution. For those who are still