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Bezig met laden... Game Programming Patterns (origineel 2014; editie 2014)door Robert Nystrom (Auteur)
Informatie over het werkGame Programming Patterns door Robert Nystrom (2014)
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Meld je aan bij LibraryThing om erachter te komen of je dit boek goed zult vinden. Op dit moment geen Discussie gesprekken over dit boek. In dem Buch „Design Patterns für die Spieleprogrammierung“ stellt Robert Nystrom Entwurfsmuster der objektorientierten Softwareentwicklung vor. Er wendet die Theorie auf die besonderen Begebenheiten von Computerspielen an. Anhand von Beispielen erläutert er die Vorteile der jeweiligen Methoden, zeigt aber auch Grenzen und Nachteile auf. Dem Autor gelingt die praktische Veranschaulichung der trockenen Materie. Hätte er die Ausführungen mit Urteil und Empfehlungen abgeschlossen, könnte ich das Werk glatt mit „sehr gut“ bewerten. [mehr ...] geen besprekingen | voeg een bespreking toe
Game Programming Patterns brings the benefits of reusable design patterns to the world of game programming. Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is for Game Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains. Geen bibliotheekbeschrijvingen gevonden. |
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Google Books — Bezig met laden... GenresDewey Decimale Classificatie (DDC)794.81526The arts Recreational and performing arts Indoor games of skill; board games Electronic and video games Computer programmingLC-classificatieWaarderingGemiddelde:
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Style: 4/5 - examples and humour
Density: 3/5 - some is new, some is old
Relevancy: 1/5 - can be relevant to current job and future game programming but examples are tied to c
If i ever build a big game i might remember about this book.