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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.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 project3) 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.
This book investigates the intersection of formal software engineering methodologies and the practical requirements of computer game development. Rudy Rucker, an acclaimed author and computer science educator, utilizes his extensive background to bridge the gap between abstract design principles and functional game programming. By applying object-oriented analysis and design, specifically through the use of UML and software patterns, the text provides a rigorous framework for managing complex game projects.
What You Will Find
Experts and educators recognize this work as a foundational text for undergraduate software engineering and game design curricula. Readers frequently note the technical density of the prose, which balances high-level design theory with specific, actionable programming exercises.
Page Count:
648
Publication Date:
2002-10-23
Publisher:
Addison-Wesley
ISBN-10:
0201767910
ISBN-13:
9780201767919
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