| Average Rating: |
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| Sales Rank: | 1078440 (lower is better) |
| Price Used: | $31.34 |
| Shipping: | Free Shipping on most orders over $25* |
| Availability: | Usually ships in 24 hours |
| Label: | Addison Wesley |
| Pages: | 648 |
| Binding: | Paperback |
| Publication Date: | 2002-12-27 |
| Published By: | Addison Wesley |
| ASIN: | 0201767910 |
| Category: | Book |
"This book should be a requirement of anyone that wants to write games ¿ period"
André Lamothe, author and CEO of Xtreme Games
There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science.
Software Engineering and Computer Games uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to incorporate them into the design process.
The book covers nine topics:
1) Basic software engineering principles and techniques.
2) How to organize and complete a substantial software project
3) Practical examples of object-oriented design and programming.
4) The design of computer games.
5) Simulating physics inside our computer-generated worlds.
6) Artificial life, or how to simulate live creatures inside a computer program.
7) How to use two and three-dimensional computer graphics.
8) Windows programming with the Microsoft Foundation Classes, or MFC.
9) How to develop a project using Microsoft Visual Studio(Either Version 6.0 or .NET)
The game engine accompanying the book is an open source C++ framework (the POP Framework), available together with other accompanying material from the website.
The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games.
Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.
The traditional practices of Software Engineering are usefull in game development but you should take a look at some articles at www.gamasutra.com written by REAL game developers to understand the amazing amount of misinformation in this book.
In my opinion it is impossible today (with current technology in mind) to write a book about game development without considering the usage of DirectX which is the most fequently used development platform. The author has based his work on MFC (when was the last time you saw that in a game???) and a miniscule amount of work on OpenGL, which is impossible to understand.
I believe the author should do a lot more reading about game development before he writes about it and actually learn what on earth is going on today in the world!!