Game architecture programming (47 Ergebnisse)

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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2018
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Soft cover. Zustand: New. 2nd Edition. Game Architecture and Programming introduces readers to the technologies and software engineering practices used in the game industry today. It helps readers learn the basics of creating a PC game based on DirectX. The topic is effectively branched into two parts: game architecture and game programming. The examples and programming codes are practical and interesting to implement, hence providing a very engaging readership experience. It expects the reader to be familiar with C and C++ programming and have a very basic understanding of Windows programming. Once done, the readers will be able to build their first game on Windows by writing their own graphics and logic engine.…

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Sprache: Englisch
Verlag: CreateSpace Independent Publishing Platform, 2017
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Taschenbuch. Zustand: Neu. Neuware - What separates a small prototype from a real production-ready game Most game development books teach isolated mechanics. Few explain how modern 2D games are actually structured, optimized, and maintained as projects grow. This book takes a practical engineering-focused approach to game development with MonoGame, helping you build scalable systems instead of temporary experiments.Using C# and MonoGame, you will create cross-platform 2D game systems while learning how professional workflows operate behind the scenes. From rendering pipelines and gameplay frameworks to optimization strategies and deployment workflows, every chapter is designed around real production practices used by modern indie developers and technical game programmers.Inside this book, you will learn how to: - Build responsive gameplay systems with clean architecture- Design scalable rendering pipelines using SpriteBatch and shaders- Create camera systems, tilemaps, UI frameworks, and animation workflows- Implement collision systems, AI navigation, and event-driven gameplay- Optimize rendering performance and reduce bottlenecks- Manage assets, save systems, and runtime content pipelines- Structure modular game architecture for long-term maintainability- Prepare cross-platform builds for Windows, Linux, and macOS deploymentChapters such as Advanced Rendering and Shader Techniques, Scalable Game Architecture and Engineering, and Building a Complete Production-Ready 2D Game focus heavily on practical implementation rather than theory-heavy explanations.This book is ideal for: - Indie game developers- C# programmers entering game development- Software engineers interested in game architecture- Developers building custom 2D engines and scalable workflowsWhether you want to improve your rendering systems, build maintainable gameplay architecture, or create a professional-quality 2D game framework, this book provides the technical foundation needed for modern game development with MonoGame.Start building smarter, faster, and more scalable 2D games today. Get your copy now.…

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Taschenbuch. Zustand: Neu. Neuware - Stop wasting time rebuilding systems that should have been designed correctly from the beginning. UNREAL ENGINE 5 GAME PROGRAMMING & ARCHITECTURE helps you develop stronger, more maintainable games while reducing the costly trial-and-error that comes with poorly structured projects. By learning how to design reusable systems, organize gameplay logic, and make better architectural decisions, you can spend less time fighting your code and more time creating polished game experiences.Unreal Engine 5 gives developers powerful tools, but turning those tools into a professional game requires more than knowing individual features. This book takes you from writing C++ gameplay code to designing complete, scalable game architectures.You'll learn how to combine C++, Blueprints, AI, multiplayer systems, Gameplay Ability System (GAS), and modular design to build gameplay that is easier to expand, debug, test, and maintain.Rather than simply explaining what Unreal Engine can do, the book focuses on how and why to structure systems effectively. You'll develop the skills needed to move from isolated gameplay mechanics toward cohesive systems that can support increasingly complex projects.Many developers can make a character move, create an enemy, or implement a basic gameplay mechanic-but struggle when their project grows.This book helps you overcome that transition.You'll learn how to avoid tightly coupled code, manage communication between systems, integrate C++ with Blueprints effectively, and design gameplay architecture that remains understandable as your project expands. You'll also gain practical insight into AI, networking, GAS, modular systems, debugging, and professional development workflows.The result is greater confidence when making architectural decisions and fewer painful rewrites later in development.Whether you are an aspiring Unreal programmer, C++ developer moving into game development, or an experienced developer seeking a stronger architectural approach, this book is designed to help you build beyond simple prototypes.You'll benefit most if you want to understand how professional Unreal Engine projects are structured, not merely how to follow isolated tutorials.By the end, you'll have a clearer mental model for turning gameplay ideas into robust, reusable, and scalable systems.Don't let complicated projects, fragile gameplay code, or endless rewrites hold back your development.UNREAL ENGINE 5 GAME PROGRAMMING & ARCHITECTURE gives you the principles and practical direction to build with greater confidence, structure your systems intelligently, and prepare your Unreal projects for growth.…

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paperback. Zustand: New. In shrink wrap. Looks like an interesting title.

Sprache: Englisch
Verlag: Independently Published Mai 2026, 2026
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Taschenbuch. Zustand: Neu. Neuware.

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Taschenbuch. Zustand: Neu. Neuware.

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Taschenbuch. Zustand: Neu. Neuware - Master the absolute core of interactive software engineering by stripping away heavy engine abstractions and building a complete 2D action game from scratch using the C programming language and the raylib 6.0 framework.Build a Complete 2D Game in C with raylib 6.0: A Hands-On Guide to Game Programming, Physics, AI and Game Architecture is a comprehensive reference manual designed for computer science students, software engineers, and indie developers who want to demystify the mechanics operating beneath commercial video games. Rather than relying on disconnected, trivial projects, this book follows a single-project methodology, guiding you step-by-step from a blank window to a fully packaged, professional-grade game.What You Will Learn Inside- Core Toolchain & Architecture: Set up your C compiler toolchain (GCC/Clang), compile raylib 6.0 from source, structure a professional project directory, and manage your codebase with Git.- The Deterministic Game Loop: Master engine states, frame-rate independence via delta time (GetFrameTime), memory management, and 2D camera tracking with deadzones.- Responsive Player Controllers: Handle multi-device input mapping (keyboard, mouse, gamepads with deadzones), Euler integration, acceleration, friction, jump buffers, coyote time, and a robust player state machine.- Dynamic Combat Systems: Build modular combat stats (health, damage, stamina), dual-box hitboxes and hurtboxes, multi-phase melee timing windows, object-pooled ranged projectiles, knockback vectors, and invincibility (I-Frames).- Artificial Intelligence & Enemies: Program enemy data structures, line-of-sight raycasting, stateful behaviors (patrol, chase, attack, flee), telegraphing mechanics, and multi-phase boss fights.- Collision & World Physics: Implement Axis-Aligned Bounding Box (AABB) detection, penetration manifolds, soft collision push-back mechanics, and efficient tile-based grid collisions.- Polish, Optimization & Release: Build custom spritesheet animation controllers, particle systems, audio managers, binary save/load serialization, CPU/GPU profiling, spatial partitioning, and packaging pipelines for public release.Stop merely using tools and become a creator of systems. Whether you are looking to sharpen your systems programming capabilities or master low-level game architecture, this hands-on manual equips you with the technical mastery to bend hardware to your creative will.…