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Table Of Contents

1.6.4 From bedroom to boardroom
2.1.3 Not all statistics are damned lies
2.1.6 Don’t do it again (again)
2.2.3 So why are games different?
Software engineering for games
3.3 Stopping the rot
3.3.1 From bedroom to office
3.3.2 Working practices for programmers
3.3.3 Software standards
3.3.4 Good working practice
3.3.5 Good programming practice
3.3.6 Code reuse
3.3.7 Dependencies: the curse of Hades
3.3.8 Reuse granularity
3.3.9 When not to reuse
3.4 The choice of language
3.4.1 The four elements of object orientation
3.4.2 Problem areas
3.4.3 Standard Template Library
3.4.4 Templates
3.5 A C++ coding policy
3.5.1 General
3.5.2 Policy specifics
4.1 Notation
4.1.1 Classes
Object-oriented design for games
4.1.2 Relationships
4.2.4 Phase 4: validate the design
4.3 Patterns
4.3.1 The interface
4.3.2 Singleton
4.3.3 Object factory
4.3.4 Manager
4.3.5 Visitor/iterator
4.3.6 Strawman
4.3.7 Prototype
4.3.8 Russian doll
4.4 Summary
5.3.1 Keep things local
5.3.3 Keep static and dynamic data separate
5.3.4 Avoid illogical dependencies
5.3.5 Better dead than thread?
5.4 Meet the components
5.4.1 Naming conventions
5.4.2 The application
5.4.3 Container components
5.4.4 Maths component
5.4.5 Text and language processing
5.4.6 Graphics
5.4.7 PRIM
5.4.8 Collision detection
5.4.9 Resource management
5.4.10 Newtonian physics
5.4.11 Network gaming
5.4.12 Summary
5.5 Summary
6.1 Introduction
6.1.1 Analyse this
Cross-platform development 6
6.1.2 Welcome to Fantasy Land
6.1.3 Same capability, different methodology
6.1.4 Platforms of different capability
6.1.5 Cross-platform component architecture
6.2 Summary
7.1 Open your GOB
7.1.1 Collapsed hierarchy
Game objects 7
7.1.2 Shallow hierarchy
7.1.3 Vertical hierarchy
7.2.1 Creation and destruction
7.2.2 Referencing
7.2.3 Persistent damage
7.3 Summary
Design-driven control 8
8.1 Decoupling behaviour from game code
8.2.1 A functional paradigm
8.2.2 Task-based control
8.3 Event management details
8.4 Language issues
8.5 Summary
9.1 Introduction
9.1.1 Prioritising tasks
9.1.2 How long is a piece of virtual string?
Iterative development techniques
9.2 Incremental delivery
9.2.1 Milestones around my neck
9.2.2 Internal and external milestones
9.2.3 The breaking-wheel of progress
9.2.4 Always stay a step ahead
9.3 Iterated delivery
9.3.1 Waste not, want not
9.3.2 Ordering using priorities and levels
9.3.3 Scheduling with an iterated delivery system
9.4 Summary
10.1 The cultural divides
Game development roles 10
10.2 The programming team
10.2.1 Programming roles
10.2.2 Recruitment
10.2.3 Programming production phases
10.3 The art team
10.3.1 Art roles
10.4 The design team
10.4.1 Design risk management
10.4.2 Design personnel
10.5 Putting it all together
10.6 Summary
11.1 Technical analysis
Case study: Cordite 11
11.1.1 Low-level file management
11.1.2 Object streams
11.1.3 Collision
11.1.4 Scripted behaviour
11.1.5 Objects
11.1.6 Human control
11.1.7 Particles
11.1.8 And so on
11.2 Summary
Appendix: coding conventions used in this book
Bibliography
Web resources
Index
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Gold - Object-Oriented Game Development

Gold - Object-Oriented Game Development

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Published by Jori Walker

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Published by: Jori Walker on Mar 15, 2011
Copyright:Attribution Non-commercial

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06/03/2012

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