Overview
"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.
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