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130803s2013 enk o 000 0 eng d |
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019 |
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|a 968102009
|a 969021642
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|a 9781849696838
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|a 7511856738657209145
|b TotalBoox
|f Ebook only
|n www.totalboox.com
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|a QA76.575 .M384 2013
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|a 006.6
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|a UAMI
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|a Mitchell, Shaun.
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|a SDL Game Development.
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|a Birmingham :
|b Packt Publishing,
|c 2013.
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300 |
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|a 1 online resource (256 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|2 rda
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|a Print version record.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with SDL; Why use SDL?; What is new in SDL 2.0?; Migrating SDL 1.2 extensions; Setting up SDL in Visual C++ Express 2010; Using Mercurial to get SDL 2.0 on Windows; Cloning and building the latest SDL 2.0 repository; I have the library; now what?; Hello SDL; An overview of Hello SDL; SDL initialization flags; SDL renderer flags; What makes up a game; Breaking up the Hello SDL code; What does this code do?; The Game class; Fullscreen SDL; Summary.
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|a Chapter 2: Drawing in SDLBasic SDL drawing; Getting some images; Creating an SDL texture; Source and destination rectangles; Animating a sprite sheet; Flipping images; Installing SDL_image; Using SDL_image; Tying it into the framework; Creating the texture manager; Using texture manager as a singleton; Summary; Chapter 3: Working with Game Objects; Using inheritance; Implementing polymorphism; Using abstract base classes; Should we always use inheritance?; Could the same thing be achieved with a simpler solution?; Derived classes should model the ""is a"" relationship.
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|a Possible performance penaltiesPutting it all together; Summary; Chapter 4: Exploring Movement and Input Handling; Setting up game objects for movement; What is a vector?; Some common operations; Addition of two vectors; Multiply by a scalar number; Subtraction of two vectors; Divide by a scalar number; Normalizing a vector; Adding the Vector2D class; Adding velocity; Adding acceleration; Creating fixed frames per second; Input handling; Creating our input handler class; Handling joystick/gamepad input; SDL joystick events; Initializing joysticks; Listening for and handling axis movement.
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|a Dealing with joystick button inputHandling mouse events; Using mouse button events; Handling mouse motion events; Implementing keyboard input; Wrapping things up; Summary; Chapter 5: Handling Game States; A simple way for switching states; Implementing finite state machines; A base class for game states; Implementing FSM; Implementing menu states; Function pointers and callback functions; Implementing the temporary play state; Pausing the game; Creating the game over state; Summary; Chapter 6: Data-driven Design; Loading XML files; Basic XML structure; Implementing Object Factories.
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|a Using Distributed FactoriesFitting the factory into the framework; Parsing states from an XML file; Loading the menu state from an XML file; Loading other states from an XML file; Loading the play state; Loading the pause state; Loading the game over state; Summary; Chapter 7: Creating and Displaying Tile Maps; What is a tile map?; Getting familiar with the Tiled application; Parsing and drawing a tile map; Creating the TileLayer class; Creating the LevelParser class; Parsing tilesets; Parsing a tile layer; Drawing the map; Scrolling a tile map; Parsing object layers.
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500 |
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|a Developing the ObjectLayer class.
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520 |
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|a Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games. If you know C++ and you're looking to make great games from the ground up, then this book is perfect for you.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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630 |
0 |
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|a SDL (electronic resource)
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630 |
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|a SDL (electronic resource)
|2 fast
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650 |
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|a Multimedia systems.
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650 |
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|a Video games
|x Programming.
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650 |
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6 |
|a Multimédia.
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
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650 |
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7 |
|a Video games
|x Programming
|2 fast
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650 |
|
7 |
|a Multimedia systems
|2 fast
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758 |
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|i has work:
|a SDL game development (Work)
|1 https://id.oclc.org/worldcat/entity/E39PD3PhbyhqwyD8M84PyTKqV3
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
8 |
|i Print version:
|a Mitchell, Shaun.
|t SDL Game Development.
|d Birmingham : Packt Publishing, ©2013
|z 9781849696821
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856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1220937
|z Texto completo
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938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL1220937
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938 |
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis26003616
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994 |
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|a 92
|b IZTAP
|