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About 10,000 papers for “Game programming”

Kylix game programming

存行 田野 · Medical Entomology and Zoology · 2001

第1章 キャラクターを動かそう 第2章 マップを作る 第3章 マップにキャラクタ登場 第4章 マップの地形を考える 第5章 敵キャラクタの登場 第6章 2D、3D迷路を自動生成する 第7章 画像効果を考える 第8章 マップエディタを作る 第9章 オリジナルのボタンを作る 第10章 オリジナルのフォントを作る 第11章 オリジナルのゲージを作る

Cited by 0

Parallel game programming

Bach Balcells, Jordi · QRU Quaderns de Recerca en Urbanisme · 2022

On this TFG I wanted to find out if parallel programing is and will be used to develop and optimize games. We have this impression because of the fact that nowadays processors improve its power not raising the processing speed but raising the processing units. At the end of the TFG through the development of a windows platform layer we found out that modern low-level APIs give a lot of options to use parallel programming in the form of multithreading of rendering tasks, using SIMD instructions and having the compute pipeline to perform GPUGP tasks. We also found out why the GPU outperforms the CPU at parallel algorithm processing and how we can optimize GPU work focusing mainly on coalesced memory access and memory throughput but also measuring the occupancy and concurrency.

Cited by 0Open access

iOS game programming

Forsman, Ville · Theseus (Ammattikorkeakoulujen) · 2013

The thesis focuses on programming games for Apples mobile devices. The subjects covered were used in a related game development project. 
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\nThe goal was to study the general principles of game programming and applying these in practice. The devices used for games were the iPhone and the iPad which created the necessity for studying iOS-programming as well.
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\nThe programming environment consisted of Apples Xcode and related applications. The game’s content was produced with both free and commercial applications. The most essential ones of these were also covered from the viewpoint of the games.

Cited by 0

Declarative Game Programming

Henrik Nilsson, Ivan Pérez · 2014

Video games are usually not programmed very declaratively. There are a number of reasons for this, from low-level efficiency concerns, via the nature of commonly employed programming languages, libraries, and frameworks, to the conceptual nature of such games, with state and effects being omnipresent. However, by structuring games in terms of time-varying values and transformations on such values, it is possible to design and implement video games in a more declarative way. This tutorial shows how this can be achieved through Functional Reactive Programming (FRP) by implementing the high-level parts of a 2D game akin to the classical game Breakout. The tutorial uses the Haskell-embedded FRP implementation Yampa and bindings to SDL (Simple DirectMedia Layer) to obtain game play and visual standards typical of the 2D genre; for example, as seen in many currently popular games for smartphones and tablets.

Cited by 1

PHP Game Programming

Matt Rutledge · 2004

“PHP Game Programming” offers you the introduction you need to begin creating your own online games. You'll be amazed at the games you can create with this powerful-and completely free-development tool! Dive right in as you begin with coverage of server configuration and the major features of PHP. Then you're off and running as you use PHP to create and manipulate graphics, develop a chess game using a non-relational database, and send and receive data through sockets. Put your new skills to use as you create your own massively multiplayer online game! From the basics of PHP and HTML to the exciting task of creating dynamic terrain and Flash movies, “PHP Game Programming” will help you turn your online game ideas into reality! Features Provides programmers with the tools and knowledge they need to get PHP running, create dynamic pages, manage data, dynamically generate graphics and even create sockets Readers will walk away from this book as hard core web game developers with an advanced knowledge base beyond average web developers Part of the succesful Game Development series, this book presents PHP game programming in a clear and concise manner to ensure ease of learning

Cited by 1

J2ME Game Programming

Martin T. Wells · 2004

Have you ever seen players' eyes light up as they explore the worlds that you've created in your games? If you have, then game development probably has you hooked firmly in its grasp! If you've never taken your games beyond the PC, now's the time! “J2ME Game Programming” is a hands-on guide that teaches you how to create games for micro-devices. You'll be amazed at just how cool the games you create can look and play. Focusing primarily on mobile phone game creation, you'll jump right in and create your own games as you work your way through the book. The thought has surely crossed your mind that it would be nice to make some money off of this cool hobby of yours. J2ME offers real opportunity to profit from your games. Learn how you can earn revenue from your games by taking them to market. If you have a basic understanding of Java, then you're ready to explore all that “J2ME Game Programming” has to offer! Features Contact the author at marty@tasman-studios.com with questions or comments about the book Addresses important issues of J2ME game development that have been given little, or no attention in other publications such as game play design tailored for mobile devices, supporting multiple target devices, squeezing traditional game techniques, and more. Readers additionally learn how to structure code and classes to achieve as small an application footprint as possible. Covers all the elements needed to create the reader's own J2ME game. Readers learn the essentials of J2ME game development from the ground up, including issues involved in developing for multiple target devices and how to wrestle the jungle of device specific libraries and device capabilities.

Cited by 12

Game Programming Basics

Arjan Egges · Apress eBooks · 2015

This chapter covers the basic elements of programming games and provides a starting point for the chapters that follow. First, you will learn about the basic skeleton of any game, consisting of a game world and a game loop. You will see how to create this skeleton in Swift by looking at various examples such as a simple application that changes the background color. Finally, I will talk about clarifying your code by using comments, layout, and whitespace in the right places.

Cited by 0

Game engine programming

Deyang. Liu · DR-NTU (Nanyang Technological University) · 2011

This report will summarize the student’s Final Year Project. The student aims to develop a game using Nanyang Technological University gameLAB’s game engine – GameFactory and elevates the engine for research. The game will also be used as a showcase game for GameFactory.
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\nGame design and technical design of the implemented game are documented in this report. Game programmers and designers can use this document as the guide on how to develop game using GameFactory.
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\nThe conclusion of the report will sum up the entire experience and insights in developing the game on GameFactory.

Cited by 9

Internet Programming Game

Calhoun: The Naval Postgraduate School Institutional Archive (Naval Postgraduate School) · 2004

Interactive Media Element

Cited by 0

OpenGL game programming

Dave Astle, Kevin Hawkins · Medical Entomology and Zoology · 2001

From the Publisher: OpenGL is an application programming interface (API) that exposes hardware features needed to create computer graphics. Unlike Microsoft's Direct3D, which only works on Windows, OpenGL works across all platforms. OpenGL Game Programming is a complete guide to game development using the OpenGL graphics API. Myriad examples are included to demonstrate various concepts such as coloring, texture mapping, blending, lighting, coordinate transforms, 3D modeling, collision detection, and several other key concepts involved in game development. It also covers how to integrate the non-graphical elements of Microsoft's DirectX into OpenGL games so that users can incorporate sound, music, and networking functions. Teaching users how to use OpenGL to create dynamic 3D environments and effects for use in game development, this book covers all the fundamentals so that users can program OpenGL API to its fullest potential. Anyone interested in game development will find the information in this book invaluable as they begin to create dynamic game graphics. Series editor Andre LaMothe has published numerous magazine articles and is an international best-selling author with over six game programming and 3D graphics titles to his credit. He has been active in the computing industry for more than twenty years, during which he created one of the world's first commercially available virtual reality games, CyberGate. Andre is also the founder and CEO of Xtreme Games LLC.

Cited by 24

Game programming: Grafica 3d

Pantaloni, Tommaso · AMS Degree Thesis (University of Bologna) · 2014

Tesi riguardante la creazione di tutte le risorse grafiche necessarie ad un videogioco tridimensionale in prima persona con Blender e Unity3D. Gli argomenti trattati sono: prgettazione, 3D modeling, texturing e shading.

Cited by 0Open access