

Coding Games - Matthews, Robert C
- Format: Broché
- 498 pages Voir le descriptif
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Présentation Coding Games Format Broché
- LivreAuteur(s) : Matthews, Robert CEditeur : Greenwich Publishing LtdLangue : AnglaisParution : 01/12/2020Format : Moyen, de 350g à 1kgNombre de pages : 498Expédition : 714Dimensions : 22.9 x...
Résumé :
The Complete 3 Books Series on Coding Games
Book 1
In this book you'll discover
. How to program a vast variety of different game genres.
. The most important game design elements crucial to your success.
. How to use the Gosu library to make games in Ruby.
. The best way to ensure your RPG Maker game is better than the rest.
. A crash-course in Unity to kick start your professional career
This book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project.
Book 2
Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols.
This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! By making the whole experience a game! In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games.
Book 3
This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context.
Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey.
This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader.
In this book you will learn
. Start up and shut down sequences
. Application layers
. How to create game objects and characters
. How to create game loops
. How to program devices and user interfaces
. Sounds, animations, and much more!
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