Fülszöveg
CROSS-PLATFORM GAME PROGRAMMING
Steven Goodwin
With many of today s games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.
In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being built to work cross-platform from the ground up. It helps senior and lead programmers determine where the...
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Fülszöveg
CROSS-PLATFORM GAME PROGRAMMING
Steven Goodwin
With many of today s games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.
In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being built to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because the book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.
FEATURES:
¦ Explains the 10 basic tenets for cross-platform development, whether it involves engine or gameplay coding
¦ Includes detailed explanations of new technologies, such as multiprocessing and threaded environments and how they will affect the next generation of consoles
¦ Provides developers with a breakdown of development practices, a detailed breakdown of all the required cross-platform game components, and a comprehensive task list for the team
¦ Covers the key areas of the abstraction of a filesystem, the graphics engine, the memory manager, and how to handle different hardware specifications without changing the code
¦ Explains how topics such as debugging and UI design take on new meaning and raise different issues when the platform changes and the old tricks no longer work
AUTHOR BIO
Steven Goodwin (London, England) has been in the game industry for over 10 years, progressing from Windows programmer to lead and management roles on console platforms such as the PS2, GameCube, and Xbox. During his time, he was responsible for five titles, including the #1 selling Die Hard: Vendetta, which appeared on all three of the above platforms. He has also written over 30 articles in major publications, including the UK games development industry trade magazine, Develop.
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