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C++ game development primer /

C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you?ll have the fundamental know-how to become a successful and prof...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Sutherland, Bruce (Video game developer) (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [California] : Apress, [2014?]
Colección:Expert's voice in C++.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Sutherland, Bruce  |c (Video game developer),  |e author. 
245 1 0 |a C++ game development primer /  |c Bruce Sutherland. 
264 1 |a [California] :  |b Apress,  |c [2014?] 
264 4 |c ©2014 
300 |a 1 online resource (ix, 96 pages) :  |b illustrations 
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500 |a Includes index. 
588 0 |a Online resource; title from PDF title page (EBSCO, viewed November 17, 2014). 
520 |a C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you?ll have the fundamental know-how to become a successful and profitable game applications developer in today?s increasingly competitive indie game marketplace. For those looking for a quick introduction to C++ game development and who have good skills in C++, this will get you off to a fast start. C++ Game Development Primer is based on Learn C++ for Game Development by the same author, giving you the essentials to get started in game programming without the unnecessary introduction to C++. 
505 0 |a At a Glance; Introduction; Chapter 1: Managing Memory for Game Developers; Static Memory; The C++ Stack Memory Model; Working with Heap Memory; Writing a Basic Single Threaded Memory Allocator; Summary; Chapter 2: Useful Design Patterns for Game Development; Using the Factory Pattern in Games; Decoupling with the Observer Pattern; Easily Adding New Functionality with the Visitor Pattern; Summary; Chapter 3: Using File IO to Save and Load Games; What Is Serialization?; The Serialization Manager; Saving and Loading Text Adventure; Summary. 
505 8 |a Chapter 4: Speeding Up Games with Concurrent ProgrammingRunning Text Adventure in Its Own Thread; Sharing Data Between Threads Using Mutexes; Using Futures and Promises; Summary; Chapter 5: Supporting Multiple Platforms in C++; Ensuring Types are the Same Size on Multiple Platforms; Using the Preprocessor to Determine Target Platform; Summary; Chapter 6: Text Adventure; An Overview of Text Adventure; Summary; Index; Contents; About the Author; About the Technical Reviewer; Acknowledgments. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a C++ (Computer program language) 
650 0 |a Computer games  |x Programming. 
650 0 |a Video games  |x Programming. 
650 6 |a C++ (Langage de programmation) 
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830 0 |a Expert's voice in C++. 
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