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Game Coding Complete (Englisch) Taschenbuch – 10. März 2009


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Produktinformation

  • Taschenbuch: 908 Seiten
  • Verlag: Course Technology; Auflage: 0003 (10. März 2009)
  • Sprache: Englisch
  • ISBN-10: 1584506806
  • ISBN-13: 978-1584506805
  • Größe und/oder Gewicht: 24 x 18,3 x 4,6 cm
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13 von 15 Kunden fanden die folgende Rezension hilfreich Von Jester am 25. Mai 2009
Format: Taschenbuch
Das Buch ist eine gelungene Einführung in die Spieleprogrammierung. Es ist recht praktisch ausgerichtet, alle Techniken sind mit Codebeispielen illustriert. Dabei handelt es sich nicht nur um unzusammenhängende Code-Schnipsel sondern tatsächlich um voll implementierte Teilstücke einer echten Spiele-Engine. Gute C++-Kenntnisse und Kenntnisse der STL werden vorausgesetzt, es handelt sich *nicht* um eine Programmiereinführung. Der Schreibstil ist sachlich, manchal durchaus humorvoll, aber nie trocken. Zur Auflockerung tragen vor allem die Anekdoten des Autors aus diversen Spieleprojekten bei. Es handelt sich auch nicht um ein reines 3D-Grafik-Buch, es werden tatsächlich alle wesentlichen Teile einer Spiele-Engine abgedeckt: Projektaufbau, Spiellogik, Eingabe, Grafik, Netzwerk, KI, Scripting.

Die größte Stärke des Buchs liegt allerdings in der Architektur der Engine. Anders als in vielen anderen Büchern zum Thema, bekommt der Leser nicht nur viele kleine Bausteine vorgesetzt. Allen im Buch beschriebenen Komponenten liegt eine klare aber sehr flexible Architektur zugrunde, die die beschriebenen Komponenten zu einem großen Ganzen verbindet. Dabei wird zunächst die grobe Architektur beschrieben, die weiteren Kapitel füllen dann Stück für die Stück die Komponenten aus. Eines der letzten Kapitel widmet sich schließlich der Entwicklung eines vollständigen 3D-Spiels inklusive Netzwerk-Fähigkeit und KI.

Naturgemäß können natürlich nicht alle Bereiche vollständig in einem Buch abgedeckt werden. Daher fällt zum Beispiel der 3D-Grafik-Teil was Spezialeffekte angeht eher flach aus. Die im Vordergrund stehende Architektur ist aber so flexibel, dass fortgeschrittene Effekte leicht eingebaut werden können.
1 Kommentar War diese Rezension für Sie hilfreich? Ja Nein Feedback senden...
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4 von 7 Kunden fanden die folgende Rezension hilfreich Von Wolfgang Neue am 8. November 2010
Format: Taschenbuch
Obwohl das Buch auf Englisch geschrieben wurde, ist es sehr hilfreich. Vor allem, wenn man nicht nur "geile DirectX-3D-Grafik" lernen will, wie in den meisten Büchern zum Thema. In diesem Buch geht es um Programmtechniken wie z.B. Events (Nachrichten innerhalb eines Programms), Zeitgesteuerte Prozesse, Scripte mit LUA, Netzwerk, usw...

Das Buch hat ein paar Stellen, an denen auch ich ein Englisch-Wörterbuch gebraucht hab, aber die hielten sich in Grenzen.

Wenn man programmiert, muss man eh irgendwann Englisch lernen.

Ein weiteres Plus: Direkte Anlehnung an Programmiertechniken, die exakt genauso in bekannten Spielen, wie z.B. Thief: Deadly Shadows oder Ultima eingesetzt wurden.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 18 Rezensionen
5 von 5 Kunden fanden die folgende Rezension hilfreich
Excellent book on game architecture 24. April 2009
Von R. Holcomb - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Good:
Overall I am very impressed with this book. It is written in a clear and fun to read style with interesting real-life anecdotes injected throughout the text. I found the architecture presented to work very well in a multitude of applications (games, tools, game servers). I disagree with the reviewer that was upset with the level of technology presented. This book is about tying all those technologies together in a concise, functional system. Mr. Mike has done that very well. The specific render technology is up to the end user and with this architecture they can be used without a problem. I would actually preferred he drop the chapters on rendering and put more in on multithreading.

Bad:
I really can't complain too much about this book. I've been professionally developing software for quite some time and still learned a lot from it. My few complaints: I found the chapter on resource management to be weak. Not only are there better ways to do this (visitor pattern), but it glosses over streaming large files.

I give this book 4 stars because I think for a novice to intermediate game programmer, you just can't get much better. But as a more seasoned programmer, you might find yourself wanting more information about threading, patterns, and resource management.

Edit: Source Code is now available ([...])
4 von 4 Kunden fanden die folgende Rezension hilfreich
Excellent Guidance From a Game Programming Guru 6. Juni 2010
Von James Swaine - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
As a newcomer to game development, this book has been worth its weight in gold to me. There are many books out there which can teach you how to use specific API's and mathematical concepts you need to build games, but few address the architectural and design-related questions as well as this one does. The author is obviously an experienced game programmer who can offer a lot of insight into how you should approach designing your project so you don't end up with a tangled, unmaintainable mess. Examples here include the author's recommendation for decoupling game components via the use of an event system, and a lightweight cooperative scheduling system for "processes" which must span multiple frames (e.g. animations). There's also a thorough example of how you should create a base "application" class that can abstract the plumbing associated with initialization and rendering, exposing simple methods to subclasses such as "Init", "Update Scene", and "Draw Scene". This sort of pattern can be seen in high-level frameworks out there today such as the XNA API. I'm an experienced programmer who had never done any game programming but had a really good idea, and this book helped me figure out fundamentally how I should build the game from an architectural point of view. It's surely saved me a lot of development man-hours.

There is also decent treatment here of the math fundamentals and some graphics programming, though I think programmers should probably look elsewhere for more comprehensive treatments of these subjects. If you're looking to get into game development, pick this one up and maybe another book on DirectX/OpenGL/whatever your graphics API of choice is.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Good for those who will understand 9. November 2009
Von a. s. hunt - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I bought this book a little bit early, and had to go review my C++ before i could fully use it, and when I did, I came to realize that I was holding THE book on game coding.

This book covers nearly everything, in that what the author doesn't cover (or one of the other guest authors) he gives you the next path you should go down in order to achieve your goals in that certain area of coding.

He also offers tons of tips and inside stories on what it's like working as a game developer in a recurring section called 'tales from the pixel mines' which are all very informative, and i enjoyed reading all of them.

Do not think, however, that this book will hold your hand throughout the process. In some parts of the example code the author literally says some thing like: "//type your own code here". this opens the readers' eyes to the fact that learning to make games is not a process of just being taught, but is mostly about discovering it for yourself (didn't Galileo say something like that?). Rest assured, when something has to be taught, the author teaches it, after all, at some point it wastes time to 're-invent the wheel' and that is where the true magic of this book comes into play. It leaves enough for YOU to do on your own, instead of just showing one way and expecting you to copy it. really is like having a teacher that you can open and learn from whenever you want.

in short, this is the best book on game programming I have ever had the pleasure to read, and once you have a good basis in Direct3D and can understand some advanced C++ concepts, you need to pick up this book. You NEED to.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Amazing book!!! McConnell writing about game programming :-) 7. April 2009
Von Fabio Razzo Galuppo - Veröffentlicht auf Amazon.com
Format: Taschenbuch
This book is amazing like the previous editions (I read the 2nd one). However, it covers a plenty of game programming topics didn't cover before(scripting programming with Lua, AI, Physics, more ...). This edition has some pearls about game programming in general. Its worthy! I'm reading the new edition, right now... Congratulations to the author!!!
1 von 1 Kunden fanden die folgende Rezension hilfreich
Fills a void on your game programming bookshelf 16. Januar 2012
Von Patrick Rouse - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
Many books exist that attempt to teach 3D programming, a specific API or engine or try to demonstrate an entire engine being developed from start to finish. Unfortunately, many of these books fail in their attempt to bring these subjects the attention they deserve. The "write your own engine" books are the worst offenders due to their lack of emphasis on the non-renderer portions of the engine. While the renderer is undeniably the sexiest topic, too little attention on the other systems tend to leave these books falling well short of their intended goal. While Game Coding Complete is not strictly an engine design and programming book, it focuses on many engine components that other books fall well short of addressing.

Gaming Coding Complete attempts to bridge the gap between your 3D API books and a well formed engine. McShaffry's book takes the opposite approach of most other books by moving quickly through the 3D chapters and concentrates on other engine systems that are frequently underdeveloped or ignored completely. The rendering chapters comprise only about 100 pages and if you wish to learn DirectX, OpenGL or general rendering theory this is not the book for you. Most of the books is dedicated to other engine systems such as caching, user input, event management and developing a robust scripting engine using Lua. Other chapters that are a bit more introductory include discussions of collison and physics, networking, multi-threading, AI and even a simple level editor written in C#. A simple game near the end of the book wraps up the previous chapters in an effort to utilize all of your previous work.

The book strives to explain how to design engine systems in a way that makes your engine maintainable and reusable. Great attention in paid to decoupling the engine components so that each system is not dependent on including the headers for every other system in order to function. In McShaffry's code, everything operates on it's own with only interface classes and message queues to communicate with other engine components. Whether you agree with the design pattern will be a matter of personal taste and experience, but it is well developed for fans of the design.

Unfortunately, while a great deal of attention has been payed to the design, many sections suffer from a lack of thorough explanation. The author assumes a working knowledge of C++ and a bit of DirectX, both of which make perfect sense, but the book tends to skip many details assuming a level of knowledge that is a bit high for a book of it's type. It is not strictly a length issue as the book is quite long at around 900 pages, but with so many topics to cover many details are skipped outright. In some chapters, the lack of thorough explanation is completely understandable. Physics, AI, network programming and writing code for multi-core processors are deserving of entire books (and many exist for all), but several of the other chapters provide less material than it seems should be available. The audio and user interface chapters seem rushed at best and fail to discuss many important topics in both. The worst offender is the complete lack of scene management in the 3D chapters. For a book that seems to pride itself on developing engine systems that are often ignored, there is no discussion of techniques and algorithms to manage large 3D scenes outside of the most basic frustum culling. Even a cursory introduction to a relatively simple BSP or portal algorithm would have been welcome. The chapter on the caching system does mention techniques to minimize performance hits for loading new level geometry and texture data, but the lack of discussion of methods to slice up your levels into manageable chunks leaves the chapters feeling a bit empty.

Gaming Coding Complete is a fine book that serves as a good introduction to under discussed topics. The "Complete" moniker is debatable, but given the volume of topics to be covered, it seems somewhat callous to suggest that it is false advertising. Nevertheless, the books seems to demand another couple of chapters and a bit more explanation of material covered with a lack of detail. It is clear the author is quite knowledgeable and the book is considerably better than many books that are dedicated to engine design. With the impending release of the fourth edition, perhaps Game Coding Complete can overcome its few flaws and deliver and even better book.
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