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Software Engineering and Computer Games download ebook

by Rudy Rucker

Software Engineering and Computer Games download ebook
ISBN:
0201767910
ISBN13:
978-0201767919
Author:
Rudy Rucker
Publisher:
Addison-Wesley; 1 edition (October 23, 2002)
Language:
Pages:
648 pages
ePUB:
1799 kb
Fb2:
1322 kb
Other formats:
txt mbr lit txt
Category:
Programming
Subcategory:
Rating:
4.2

Practical Software Development using UML and Java. engineering students to measurement principles and the range of sensors and instruments used for measuring.

Practical Software Development using UML and Java. 46 MB·36,465 Downloads·New! engineering students to measurement principles and the range of sensors and instruments used for measuring. Joel Fuhrman - Eat To Live. 48 MB·31,192 Downloads.

There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science. Software Engineering and Computer Games was written with four broad goals: To teach a lively style of object-oriented software engineering. To show how to bring a complete program to the level of a commercial release.

This book should be a requirement of anyone that wants to write games - period"André Lamothe, author and CEO of Xtreme GamesThere are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science.

Rudy Rucker's Computer Science Textbook. Readers are encouraged to use the book to create their own games.

Start by marking Software Engineering and Computer Games as Want to Read . Rudolf von Bitter Rucker is an American mathematician, computer scientist, science fiction author, and one of the founders of the cyberpunk genre

Start by marking Software Engineering and Computer Games as Want to Read: Want to Read savin. ant to Read. Rudolf von Bitter Rucker is an American mathematician, computer scientist, science fiction author, and one of the founders of the cyberpunk genre. He is best known for his Ware Tetralogy, the first two of which won Philip K. Dick awards. Books by Rudy Rucker.

Rudy Rucker - Guadalupe and Hieronymus Bosch. Software Engineering and Computer Games: Learn Software Engineering by Computer Game Design with Windows MFC and OpenGL. 27 Kb. Rudy Rucker - Guadalupe and Hieronymus Bosch.

This book should be a requirement of anyone that wants to write games ¿ periodAndré Lamothe, author and CEO of. .

This book should be a requirement of anyone that wants to write games ¿ periodAndré Lamothe, author and CEO of Xtreme Games There are many books on the art o.This text was developed as a textbook for undergraduate software engineering courses and should also be suitable for both self-study and as a main book for courses on software projects, or computer game design and programming.

Books by Rudy Rucker. Software Engineering and Computer Games. Spaceland One change was to remove any anachronisms that might have made the book seem twentieth rather than twenty-first century

Books by Rudy Rucker. As Above, So Below: A Novel of Peter Bruegel. One change was to remove any anachronisms that might have made the book seem twentieth rather than twenty-first century. Given that the basic ideas of the book are futuristic, I wanted to at least keep it contemporary. A second change was to clarify the descriptions of how to evolve better robots.

Rudy Rucker has worked as a mathematics professor, a software engineer, a computer science professor, an artist and a writer. HeтАЩs published twenty-nine books, including a non-fiction book on the meaning of computers: The Lifebox, the Seashell and the Soul

Rudy Rucker has worked as a mathematics professor, a software engineer, a computer science professor, an artist and a writer. HeтАЩs published twenty-nine books, including a non-fiction book on the meaning of computers: The Lifebox, the Seashell and the Soul. He has been known to say everything is made of gnarl. He publishes an online SF zine called Flurb. HeтАЩs currently writing a cyberpunkish trilogy of novels in which nanotechnology changes everything. HeтАЩs currently finishing the second of the series, Hylozoic. The first in the series, Postsingular, appeared from Tor in Fall, 2007, and.

"This book should be a requirement of anyone that wants to write games ¿ period"André Lamothe, author and CEO of Xtreme Games There are many books on the art of games programming but now acclaimed author Rudy Rucker has gone a step beyond and transformed it into a science. Software Engineering and Computer Games uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to incorporate them into the design process. The book covers nine topics: 1) Basic software engineering principles and techniques. 2) How to organize and complete a substantial software project 3) Practical examples of object-oriented design and programming. 4) The design of computer games. 5) Simulating physics inside our computer-generated worlds. 6) Artificial life, or how to simulate live creatures inside a computer program. 7) How to use two and three-dimensional computer graphics. 8) Windows programming with the Microsoft Foundation Classes, or MFC. 9) How to develop a project using Microsoft Visual Studio(Either Version 6.0 or .NET) The game engine accompanying the book is an open source C++ framework (the POP Framework), available together with other accompanying material from the website. The book can be used for self-study, with readers encouraged to use the POP Framework as a starting point for creating their own games. Software Engineering and Computer Games was developed as the primary textbook for an undergraduate software engineering course and can also be the main book for courses on software projects or computer game design and programming.

Reviews:
  • Roru
This book is written by a person who has no idea in which direction the game industry has been heading in the last 8 to 10 years. It is a ridiculous attempt at writing a book on a subject the author is singularly inept.
The traditional practices of Software Engineering are usefull in game development but you should take a look at some articles at [...] written by REAL game developers to understand the amazing amount of misinformation in this book.
In my opinion it is impossible today (with current technology in mind) to write a book about game development without considering the usage of DirectX which is the most fequently used development platform. The author has based his work on MFC (when was the last time you saw that in a game???) and a miniscule amount of work on OpenGL, which is impossible to understand.
I believe the author should do a lot more reading about game development before he writes about it and actually learn what on earth is going on today in the world!!
  • Nilabor
This is the guy who taught LaMothe at California State University, San Jose.
The book is about 608 pages thick (small size). For beginners, this is the perfect introduction.The author published the source code utilized in the book as Open Source.
So anyone can download it from his website for free.
Getting back to the book:
Negatives: Code is sprinkled with small bits of MFC and OpenGL.(instead of the industry standard Direct X).
Positives: Rudy Rucker does a better job of teaching game programming inside of the c/c++ framework.
Read a good c++ book first,then read (SE&CG).
After that you can read LaMothe: Game Programming for dummies.
This book covers object oriented programming,2d,3d techniques,UML,physics.
This is cgp101: computer game programming(intro to game programming).
All of the programs run inside of a MFC created window(frameset). But if you read the book,cover to cover, you will have the skills-set to "break out of this window".
I couldn't get the picture out of my mind during the whole time I was reviewing this book of thinking back to a past Star Wars episode when Luke was fighting Darth Vader with the "lightening swords". And Luke is trying his best to kick Darth arse. And Darth looks at Luke and says: "Give up Luke, you are but a learner, but I am the Masta".
If you really want to "get it", buy the book.