UID:
almahu_9949383974702882
Umfang:
1 online resource (533 pages)
ISBN:
9781498799126
,
1498799124
Anmerkung:
Bring on the Bad Guys!
,
Cover; Half Title; Title Page; Copyright Page; Table of Contents; â#x80;#x9C;From Hello World to Haloâ#x80;#x94;Itâ#x80;#x99;s Just Code!â#x80;#x9D;; Thanks; Brian Beuken: Who Is He?; 1: Getting Started; Mine Looks Different?; First Steps; Setting Things Up; Introducing Visual Studio; Hello World; Hello Place of My Choosing; 2: Getting Our Target Ready; Setting Up the Target; Oh Waitâ#x80;¦Did We Plug-In?; Starting Up VisualGDB for the First Time; Getting the Machines to Talk; Sending Our First Program; Debugger Hangs Too Much?; 3: Using the Target; Ready to Rock and Ermm Indeed Roll!; Graphics Explained!
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So It Be OpenGL ES Ye Be Wanting Arrgghhh!Where Is OpenGLES2.0 on My Target?; A Nice New Project with Graphics; So Much Typing?; Our First Graphics Project!; Are We There Yet?; Houston We Have a Triangle; Behold the Triangle Code!; Why Are We Working in a Window?; 2D; 4: Putting It All Together; Expanding Our First Graphics Program; Loading Graphics or Other Assets; Adding Assets to the Build Chain; Keeping Things Tidy; Add Some Code; Displaying More Images; But I Didnâ#x80;#x99;t Do Anything Wrong?; But I Fixed It?; Making a Dynamic Playfield; Old School Frame Buffers.
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Setting Up the Frame Buffer and Switch System5: Finally Our First Games; 5.1 Invaders from Space; Using the OS; Start as We Mean to Go on; Weâ#x80;#x99;re Here Now; Inheritance; Every Story Needs a Villan; Arrays or Vectors; Move Em Out!; Animation 101; Hand Me a Bag of Bullets; Did We Hit It?; Box Checks; Circle Checks; Give Me Shelter; So Which Is Better?; Final Details; Simple Text Display; A Simple Font; How Did We Do? The Infamous Postmortem; Fix Question 4; A Pat on the Back; Kamikazi Invaders; The Ship; Da Baddies!; Now Weâ#x80;#x99;re Talking; Make Them Move; Get Them Flying; A Nice Arc; Step by Step.
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Dive Dive DiveBombs Away; Get Back to Where You Once Belonged; Home Again!; Vectors, Our Flexible Friends; Lets Get Lethal; Bombs Away for Real Now; Danger UXB; Stepping Back, Deciding When to Go; Breaker Breaker Rubber Duck; Fred Reacts!; Tidy Up the Logic; Twiddles and Tweaks; Postmortem; Jumping around a Bit Though?; Crawling Over, Time for Baby Steps; Object-Oriented Programming Is Not an Error; Encapsulation; Abstraction; Inheritance; Polymorphism; Start the Music; Welcome to OpenAL; Installing OpenAL; Getting OpenAL Working; Dealing with Sound as Data; How Does OpenAL Work?
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How Does Alut Work?Horrible Earworms; Streaming; The War against Sloppy Code Storage!; Our Own Library; Using This New Library; Lets Get a Bit More Compiler Speed; 5.2 Tiles and Backgrounds; What Do We Mean by Tiles?; Working with Tiles; What a Wonderful World; Homing in; Wrapping It Up; Is This All We Need?; 5.3 Single-Screen Platforms; A World with Gravity; Routine Bad Guys; Point-to-Point; Patrolling Enemy; Homing Enemy; Ladders and Effects; Data, Our Flexible Friend; Loading Our Maps (and Other Resources); 5.4 Lets Scroll This; Simple Scrolling Shooter; Let Them Eat Lead.
Weitere Ausg.:
Print version: Beuken, Brian. Fundamentals of C/C++ Game Programming : Using Target-based Development on SBC's. Milton : Taylor and Francis, ©2018 ISBN 9781498788748
Sprache:
Englisch
Schlagwort(e):
Electronic books.
;
Electronic books.
URL:
https://www.taylorfrancis.com/books/9781315156361