Software engineering and computer games / Rudy Rucker

By: Rucker, Rudy [author]
Language: English Publisher: Harlow, England : Addison-Wesley, c2003Description: xxxv, 608 pages : illustrations ; 24 cmContent type: text Media type: ummediated Carrier type: volumeISBN: 0201767910; 9780201767919Subject(s): Software engineering | Computer games -- ProgrammingDDC classification: 005.1
Contents:
pt. I. Software Engineering and Computer Games -- Ch. 1. Projects and games -- Ch. 2. Basics of software engineering -- Ch. 3. The Pop Framework -- Ch. 4. Object-oriented software engineering -- Ch. 5. Software design patterns -- Ch. 6. Animation -- Ch. 7. Simulating physics -- Ch. 8. Critters -- Ch. 9. Sprites -- Ch. 10. Games -- Ch. 11. Collisions -- Ch. 12. Listeners -- Ch. 13. Shooters and bullets -- Ch. 14. 2D shooting games -- Ch. 15. 3D shooting games -- Ch. 16. Sports games -- Ch. 17. Selection games -- Ch. 18. Interesting worlds -- Ch. 19. More ideas for games -- pt. II. Software Engineering and Computer Games Reference -- Ch. 20. Using Microsoft Visual Studio -- Ch. 21. Tools for software engineering -- Ch. 22. Topics in C++ -- Ch. 23. Programming Windows with MFC -- Ch. 24. 2D and 3D graphics -- Ch. 25. Windows graphics -- Ch. 26. OpenGL graphics -- Ch. 27. Menus and toolbars -- Ch. 28. Mouse, cursors, and keyboard -- Ch. 29. Serialization -- Ch. 30. Sound -- Ch. 31. Bitmaps -- App. A. The Windows keycodes -- App. B. The Pop help file -- App. C. Summary of the controls for Visual Studio.
Summary: This text was developed as a textbook for undergraduate software engineering courses and should also be suitable for both self-study and as a main book for courses on software projects, or computer game design and programming.
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Item type Current location Home library Call number Status Date due Barcode Item holds
BOOK BOOK COLLEGE LIBRARY
COLLEGE LIBRARY
SUBJECT REFERENCE
005.1 R827 2003 (Browse shelf) Available CITU-CL-29042
Total holds: 0

Includes index.

pt. I. Software Engineering and Computer Games --
Ch. 1. Projects and games --
Ch. 2. Basics of software engineering --
Ch. 3. The Pop Framework --
Ch. 4. Object-oriented software engineering --
Ch. 5. Software design patterns --
Ch. 6. Animation --
Ch. 7. Simulating physics --
Ch. 8. Critters --
Ch. 9. Sprites --
Ch. 10. Games --
Ch. 11. Collisions --
Ch. 12. Listeners --
Ch. 13. Shooters and bullets --
Ch. 14. 2D shooting games --
Ch. 15. 3D shooting games --
Ch. 16. Sports games --
Ch. 17. Selection games --
Ch. 18. Interesting worlds --
Ch. 19. More ideas for games --
pt. II. Software Engineering and Computer Games Reference --
Ch. 20. Using Microsoft Visual Studio --
Ch. 21. Tools for software engineering --
Ch. 22. Topics in C++ --
Ch. 23. Programming Windows with MFC --
Ch. 24. 2D and 3D graphics --
Ch. 25. Windows graphics --
Ch. 26. OpenGL graphics --
Ch. 27. Menus and toolbars --
Ch. 28. Mouse, cursors, and keyboard --
Ch. 29. Serialization --
Ch. 30. Sound --
Ch. 31. Bitmaps --
App. A. The Windows keycodes --
App. B. The Pop help file --
App. C. Summary of the controls for Visual Studio.

This text was developed as a textbook for undergraduate software engineering courses and should also be suitable for both self-study and as a main book for courses on software projects, or computer game design and programming.

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