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Table Of Contents

2.1.3Not all statistics are damned lies
2.2.3So why are games different?
Software engineering for games
3.3Stopping the rot
3.3.1From bedroom to office
3.3.2Working practices for programmers
3.3.3 Software standards
3.3.4Good working practice
3.3.5Good programming practice
3.3.6Code reuse
3.3.7Dependencies: the curse of Hades
3.3.8Reuse granularity
3.3.9When not to reuse
3.4The choice of language
3.4.1The four elements of object orientation
3.4.2Problem areas
3.4.3Standard Template Library
3.5A C++ coding policy
3.5.1 General
3.5.2 Policy specifics
4.1.1 Classes
Object-oriented design for games
4.1.2 Relationships
4.2.4Phase 4: validate the design
4.3.1The interface
4.3.2 Singleton
4.3.3Object factory
4.3.4 Manager
4.3.5 Visitor/iterator
4.3.6 Strawman
4.3.7 Prototype
4.3.8Russian doll
5.1Definition: game engine
5.2.1Your engine has stalled
The component model for game development
5.2.2The alternative
5.3Some guiding principles
5.3.1Keep things local
5.3.3Keep static and dynamic data separate
5.3.4Avoid illogical dependencies
5.3.5Better dead than thread?
5.4Meet the components
5.4.1 Naming conventions
5.4.2 The application
5.4.3 Container components
5.4.4 Maths component
5.4.5Text and language processing
5.4.6 Graphics
5.4.8 Collision detection
5.4.9Resource management
5.4.10 Newtonian physics
5.4.11Network gaming
5.4.12 Summary
6.1.1Analyse this
Cross-platform development 6
6.1.2Welcome to Fantasy Land
6.1.3Same capability,different methodology
6.1.4Platforms of different capability
6.1.5Cross-platform component architecture
Game objects 7
7.1.2 Shallow hierarchy
7.1.3Vertical hierarchy
7.1.4Mix-in inheritance
7.2Game object management
7.2.1Creation and destruction
7.2.2 Referencing
7.2.3 Persistent damage
Design-driven control 8
8.1Decoupling behaviour from game code
8.2.1A functional paradigm
8.2.2 Task-based control
8.3Event management details
8.4 Language issues
9.1.1Prioritising tasks
9.1.2How long is a piece of virtual string?
Iterative development techniques
9.2Incremental delivery
9.2.1Milestones around my neck
9.2.2Internal and external milestones
9.2.3The breaking-wheel of progress
9.2.4Always stay a step ahead
9.3Iterated delivery
9.3.1Waste not,want not
9.3.2Ordering using priorities and levels
9.3.3Scheduling with an iterated delivery system
10.1The cultural divides
Game development roles10
10.2The programming team
10.2.1 Programming roles
10.2.3Programming production phases
10.3The art team
10.3.1Art roles
10.4The design team
10.4.1Design risk management
10.4.2Design personnel
10.5Putting it all together
11.1Technical analysis
Case study: Cordite11
11.1.1Low-level file management
11.1.2Object streams
11.1.3 Collision
11.1.4Scripted behaviour
11.1.5 Objects
11.1.6Human control
11.1.7 Particles
11.1.8And so on
Appendix: coding conventions used in this book
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Gold - Object-Oriented Game Development

Gold - Object-Oriented Game Development

Ratings: (0)|Views: 98 |Likes:
Published by János Strasszer

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Published by: János Strasszer on Apr 21, 2011
Copyright:Attribution Non-commercial


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