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[...]... in game development—programming, design, project management, and production Second, being able to explain a point of view on what makes games fun is very important Many game companies go deep here in interviews for almost any position Not only is it to determine if you have the passion to fuel the drive and determination to make it in games, but more importantly, to see if you “get” the product A game. .. two years there and shipped a kid’s game called Barbie Diaries: High School Mystery, where he worked on several minigames and expanded the AI systems The rest of the time, Rez worked on a variety of systems for Rat Race for the PlayStation 3 In early 2008, Rez left Super-Ego Games and spent a year working at Planet Moon, where he worked on a small kid’s game for the Gameboy DS called Brain Quest After... 44 Options 45 Multiplayer Games 45 Game Views for AI Agents 45 Networked Game Architecture 46 Remote Game View 47 Remote Game Logic 47 Do I Have to Use DirectX?... A Game of Teapot Wars! 719 Making a Game 720 Creating the Core Classes 722 xxix xxx Contents The Teapot Wars Application Layer 722 The Game Logic 723 The Game View for a Human Player 733 Game. .. into four parts: n Game Programming Fundamentals (Chapters 1–4): Exposes some stuff that you’ll want in your game programming toolbox, like a good random-number generator It also introduces the major components of games and how they interact After you read the chapters in this part, you’ll have a good working knowledge of the real architecture that game developers use n Get Your Game Running (Chapters... blocks of your game together, including the initialization and shutdown code, the main loop, game actors, user interfaces, and input device code You’ll find your first meaty game code examples Often, many programming books just gloss over this stuff and jump right into the cool 3D code But, in reality, this is the stuff you really need to know to create a successful game, no matter what type of game you... Unity game engine, playing around in C#, and writing mad improvements to the GameCode4 engine If Mike’s fingers aren’t tapping away at a keyboard, he’s probably either “downhilling” on his mountain bike or enjoying good times with his friends in Austin, Texas xvii xviii About the Authors David “Rez” Graham is a self-taught programmer and has been an avid gamer ever since he could pick up a video game. .. been fascinated with games and in 1996, his father gave him his very first programming book Rez devoured that book with passion and immediately began attempting to write his very own game Six months and 5500 lines of code later, Farmer Bill’s Almond Farm was born This was a very simple adventure game with crude graphics written for DOS 6.2 Rez never stopped and kept on writing games In 1998, he managed... the video games industry as a game tester working on Sim City 3000 before going to Microprose to work for its tech support team After the studio shut down in late 1999, Rez worked outside of the industry at Kodak managing a team of IT professionals to keep their tech support group running In late 2005, the time was right to return to the video games industry, and Rez landed a job at Super-Ego Games, first... interview for heaven’s sake! The third thing we noticed was his passion and knowledge of games More than just playing a lot of games, he was extraordinarily thoughtful and articulate about what he liked and why The fourth thing we noticed was Farmer Bill’s Almond Farm This was a demo game that Rez had built to teach himself game programming It had simple graphics and a crude interface for sure, but it was . done. After Super-Ego Games, Rez spent a year at Planet Moon. He worked on a DS game called Brain Quest, which was a small kid’s game. After that he worked on the AI, animation, and save game systems. PTR ApartofCengageLearning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Game Coding Complete, Fourth Edition Mike “MrMike” McShaffry and David “Rez” Graham Publisher and General. a programmer on Martian Dreams, a game I produced for Origin, but by the end of the project, he was the engine that drove that game to the finish line. The game wouldn’t have happened without