Retro Game Programming: Unleashed for the Masses (復古遊戲程式設計:大眾化的解放)

Earl John Carey

  • 出版商: Premier Press
  • 出版日期: 2005-03-11
  • 定價: $1,320
  • 售價: 2.3$299
  • 語言: 英文
  • 頁數: 350
  • 裝訂: Paperback
  • ISBN: 1592009069
  • ISBN-13: 9781592009060
  • 相關分類: 程式語言遊戲設計 Game-design
  • 立即出貨(限量) (庫存=1)

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商品描述

Description:

"Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to todays realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programmingby mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of todays computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software. What better way to accomplish that task than to start at the beginningwith the games that launched the video game craze!

 

Table of Contents:

Introduction
Chapter 1: Bringing Your Retro Machine to Life
Chapter 2: Simply Complicated Game Programming
Chapter 3: The Early History of Video Games
Chapter 4: Assembly Language
Chapter 5: A Game Graphics Primer
Chapter 6: Setting the Video Mode
Chapter 7: Hacking the Video Buffer
Chapter 8: Adding Player Input, Physics, and AI
Chapter 9: Sound Effects
Chapter 10: Putting It All Together: Building Games

商品描述(中文翻譯)

描述:
「復古遊戲編程」是進入遊戲編程的內部聖殿的門戶,過去和現在的遊戲編程。它旨在使任何人都能輕鬆學習復古遊戲編程。從昨天的街機遊戲到今天逼真的電腦遊戲的驚人進步可能會讓人望而卻步。然而,當你征服了復古遊戲編程的基本原理,你就會開始理解現代遊戲編程的複雜性-通過掌握過去,你更有可能理解現在。本書研究的機器是一個偉大的遺產的一部分,它開始了我們通往今天電腦令人驚嘆的能力的旅程。通過研究用於創建這些經典遊戲的編程概念,您將開發出可應用於更現代的機器和軟件的堅實編程技巧。有什麼比從一開始就開始-從引發視頻遊戲狂熱的遊戲開始更好的方式呢!

目錄:
引言
第1章:讓您的復古機器重生
第2章:簡單而複雜的遊戲編程
第3章:視頻遊戲的早期歷史
第4章:組合語言
第5章:遊戲圖形入門
第6章:設置視頻模式
第7章:修改視頻緩衝區
第8章:添加玩家輸入、物理和人工智能
第9章:音效
第10章:將所有元素結合在一起:構建遊戲