The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's

The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's

by Brian Beuken
The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's

The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's

by Brian Beuken

Hardcover

$190.00 
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Overview

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts.


Product Details

ISBN-13: 9780815355274
Publisher: Taylor & Francis
Publication date: 03/13/2018
Pages: 532
Product dimensions: 7.50(w) x 9.25(h) x (d)

About the Author

Brian Beuken is currently a Docent (Lecturer) at NHTV/Breda University of Applied Sciences, Netherlands where he teaches game and console programming. Formerly Programmer/Project Manager and Head of Development at Rockpool Games Ltd, Manchester,UK. Also Managing Director/Studio Head/Executive Producer at Virtucraft Ltd/Virtucraft Studios Ltd, Bolton. He developed games for multiple companies, including Nintendo, EA, Sega, THQ, Codemasters and many more.

Table of Contents

Chapter 1. Getting Started

Chapter 2. Getting Our Target Ready

Chapter 3. Using the Target

Chapter 4. Putting It All Together

Chapter 5. Finally Our First Games

Chapter 6. A New Third Dimension

Chapter 7. Space the Final Frontier

Chapter 8. Recognizable Environments

Chapter 9. Let’s Go Indoors

Chapter 10. Graphics Need a Boost

Chapter 11. Populating the World

Chapter 12. Some Advanced Stuff

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