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Learning C# by Programming Games / by Arjan Egges, Jeroen D. Fokker, Mark H. Overmars.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Author/Creator:
Egges, Arjan, author.
Fokker, Jeroen D., author.
Overmars, Mark H., 1958- author.
Contributor:
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Language:
English
Subjects (All):
Computer programming.
Programming languages (Electronic computers).
Microcomputers.
Multimedia systems.
Programming Techniques.
Programming Languages, Compilers, Interpreters.
Personal Computing.
Multimedia Information Systems.
Local Subjects:
Programming Techniques.
Programming Languages, Compilers, Interpreters.
Personal Computing.
Multimedia Information Systems.
Physical Description:
1 online resource (XXII, 443 pages)
Edition:
First edition 2013.
Contained In:
Springer eBooks
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2013.
System Details:
text file PDF
Summary:
C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
Contents:
Part I Getting Started
Building Your First Game Application
Programming
Game Programming Basics
Creating a Game World
Part II Creating Colorful Games
Knowing what the Player is Doing
Reacting to Player Input
Basic Game Objects
Adding Interaction
A Limited Number of Lives
Organizing Game Objects
Finishing the Game
Part III Structures and Patterns
Collections of Game Objects
Fullscreen Games
Game Objects in a Structure
Redesigning the Game World
Gameplay Programming
Game States
Part IV Making Your Games Appealing
Sprite Sheets
Menus and Settings
Game State Management
Loading Levels from Files
Pairing the Penguins
Part V Animation and Complexity
Creating the Main Game Structure
Animation
Game Physics
Intelligent Enemies
Adding Player Interaction
Finishing the Game.
Other Format:
Printed edition:
ISBN:
978-3-642-36580-5
9783642365805
Access Restriction:
Restricted for use by site license.

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