Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Learning C# by Programming Games
~
Egges, Arjan.
Learning C# by Programming Games
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Learning C# by Programming Games/ by Wouter van Toll, Arjan Egges, Jeroen D. Fokker.
Author:
van Toll, Wouter.
other author:
Egges, Arjan.
Description:
XXVI, 512 p. 66 illus., 34 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer programming. -
Online resource:
https://doi.org/10.1007/978-3-662-59252-6
ISBN:
9783662592526
Learning C# by Programming Games
van Toll, Wouter.
Learning C# by Programming Games
[electronic resource] /by Wouter van Toll, Arjan Egges, Jeroen D. Fokker. - 2nd ed. 2019. - XXVI, 512 p. 66 illus., 34 illus. in color.online resource.
1 Building Your First Game Application -- 2 What Is Programming? -- 3 Game Programming Basics -- 4 Creating a Game World -- 5 Showing what the Player is Doing -- 6 Reacting to Player Input -- 7 Basic Game Objects -- 8 Communication and Interaction Between Objects -- 9 A Limited Number of Lives -- 10 Organizing Game Objects -- 11 Finishing the Game -- 12 Dealing with Different Screen Sizes -- 13 Arrays and Collections -- 14 Game Objects in a Structure -- 15 Gameplay Programming -- 16 Finishing the Game -- 17 Better Game State Management -- 18 User Interfaces and Menus -- 19 Loading Levels from Files -- 20 Gameplay Programming -- 21 Finishing the Game -- 22 Creating the Main Game Structure -- 23 Animated Game Objects -- 24 Game Physics -- 25 Intelligent Enemies -- 26 Finishing the Game.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
ISBN: 9783662592526
Standard No.: 10.1007/978-3-662-59252-6doiSubjects--Topical Terms:
527822
Computer programming.
LC Class. No.: QA76.6-76.66
Dewey Class. No.: 005.11
Learning C# by Programming Games
LDR
:04680nam a22003975i 4500
001
1013631
003
DE-He213
005
20200704065415.0
007
cr nn 008mamaa
008
210106s2019 gw | s |||| 0|eng d
020
$a
9783662592526
$9
978-3-662-59252-6
024
7
$a
10.1007/978-3-662-59252-6
$2
doi
035
$a
978-3-662-59252-6
050
4
$a
QA76.6-76.66
072
7
$a
UM
$2
bicssc
072
7
$a
COM051000
$2
bisacsh
072
7
$a
UM
$2
thema
082
0 4
$a
005.11
$2
23
100
1
$a
van Toll, Wouter.
$e
author.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
1307897
245
1 0
$a
Learning C# by Programming Games
$h
[electronic resource] /
$c
by Wouter van Toll, Arjan Egges, Jeroen D. Fokker.
250
$a
2nd ed. 2019.
264
1
$a
Berlin, Heidelberg :
$b
Springer Berlin Heidelberg :
$b
Imprint: Springer,
$c
2019.
300
$a
XXVI, 512 p. 66 illus., 34 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
505
0
$a
1 Building Your First Game Application -- 2 What Is Programming? -- 3 Game Programming Basics -- 4 Creating a Game World -- 5 Showing what the Player is Doing -- 6 Reacting to Player Input -- 7 Basic Game Objects -- 8 Communication and Interaction Between Objects -- 9 A Limited Number of Lives -- 10 Organizing Game Objects -- 11 Finishing the Game -- 12 Dealing with Different Screen Sizes -- 13 Arrays and Collections -- 14 Game Objects in a Structure -- 15 Gameplay Programming -- 16 Finishing the Game -- 17 Better Game State Management -- 18 User Interfaces and Menus -- 19 Loading Levels from Files -- 20 Gameplay Programming -- 21 Finishing the Game -- 22 Creating the Main Game Structure -- 23 Animated Game Objects -- 24 Game Physics -- 25 Intelligent Enemies -- 26 Finishing the Game.
520
$a
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
650
0
$a
Computer programming.
$3
527822
650
0
$a
Programming languages (Electronic computers).
$3
1127615
650
0
$a
Personal computers.
$3
1253800
650
0
$a
Multimedia information systems.
$3
1115395
650
1 4
$a
Programming Techniques.
$3
669781
650
2 4
$a
Programming Languages, Compilers, Interpreters.
$3
669782
650
2 4
$a
Personal Computing.
$3
670216
650
2 4
$a
Multimedia Information Systems.
$3
669810
700
1
$a
Egges, Arjan.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
792502
700
1
$a
Fokker, Jeroen D.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
1076943
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783662592519
776
0 8
$i
Printed edition:
$z
9783662592533
776
0 8
$i
Printed edition:
$z
9783662592540
856
4 0
$u
https://doi.org/10.1007/978-3-662-59252-6
912
$a
ZDB-2-SCS
912
$a
ZDB-2-SXCS
950
$a
Computer Science (SpringerNature-11645)
950
$a
Computer Science (R0) (SpringerNature-43710)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login