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Author Sutherland, Bruce, author.

Title C++ game development primer / Bruce Sutherland.

Publication Info. [California] : Apress, [2014?]
2014

Copies

Location Call No. OPAC Message Status
 Axe Books 24x7 IT E-Book  Electronic Book    ---  Available
Description 1 online resource (ix, 96 pages) : illustrations.
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file PDF rda
Series Expert's voice in C++
Expert's voice in C++.
Note Includes index.
Online resource; title from PDF title page (EBSCO, viewed November 17, 2014).
Summary C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you?ll have the fundamental know-how to become a successful and profitable game applications developer in today?s increasingly competitive indie game marketplace. For those looking for a quick introduction to C++ game development and who have good skills in C++, this will get you off to a fast start. C++ Game Development Primer is based on Learn C++ for Game Development by the same author, giving you the essentials to get started in game programming without the unnecessary introduction to C++.
Contents At a Glance; Introduction; Chapter 1: Managing Memory for Game Developers; Static Memory; The C++ Stack Memory Model; Working with Heap Memory; Writing a Basic Single Threaded Memory Allocator; Summary; Chapter 2: Useful Design Patterns for Game Development; Using the Factory Pattern in Games; Decoupling with the Observer Pattern; Easily Adding New Functionality with the Visitor Pattern; Summary; Chapter 3: Using File IO to Save and Load Games; What Is Serialization?; The Serialization Manager; Saving and Loading Text Adventure; Summary.
Chapter 4: Speeding Up Games with Concurrent ProgrammingRunning Text Adventure in Its Own Thread; Sharing Data Between Threads Using Mutexes; Using Futures and Promises; Summary; Chapter 5: Supporting Multiple Platforms in C++; Ensuring Types are the Same Size on Multiple Platforms; Using the Preprocessor to Determine Target Platform; Summary; Chapter 6: Text Adventure; An Overview of Text Adventure; Summary; Index; Contents; About the Author; About the Technical Reviewer; Acknowledgments.
Subject C++ (Computer program language)
Computer games -- Programming.
Video games -- Programming.
COMPUTERS -- Computer Science.
C++ (Computer program language) (OCoLC)fst00843286
Computer games -- Programming. (OCoLC)fst00872114
Genre/Form Electronic books.
Other Form: Printed edition: 9781484208151
ISBN 9781484208144 (electronic bk.)
1484208145 (electronic bk.)
1484208153 (print)
9781484208151 (print)
9781484208151
Standard No. 10.1007/978-1-4842-0814-4 doi
AU@ 000056032379
CHNEW 000890509
CHVBK 374492263
DEBBG BV042490416
DEBBG BV043617702
DEBSZ 434835951
GBVCP 882843133
NZ1 15914144

 
    
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