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Game Programming All in One

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ISBN-10: 1598632892

ISBN-13: 9781598632897

Edition: 3rd 2007 (Revised)

Authors: Jonathan S. Harbour, Jonathan S. Harbour

List price: $49.95
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Game Programming All in One, Third Edition offers a fun, hands-on method for learning to program 2D-based games with C using the cross-platform, open-source Allegro game library. Using artwork provided by experienced animators, you will learn each new skill through the creation of several high-quality sample games. Focused and to-the-point, this book concentrates on each important game programming task, building gameplay, not a graphics demo. It speaks to the aspiring game programmer searching for a way to break into the game industry and offers coverage of cross-platform tools. This latest edition now offers coverage of multiplayer programming using cross-platform libraries that work with…    
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Book details

List price: $49.95
Edition: 3rd
Copyright year: 2007
Publisher: Course Technology
Publication date: 10/23/2006
Binding: Mixed Media
Pages: 832
Size: 7.20" wide x 9.10" long x 2.00" tall
Weight: 3.542
Language: English

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

Introduction To Cross-Platform Programming
Demystifying Game Development
Getting Started with Dev-C++ and Allegro
Basic 2D Graphics Programming with Allegro
Writing Your First Allegro Game
Programming The Keyboard, Mouse, and Joystick
2D Game Design and Programming
Introduction To Game Design
Basic Bitmap Handling and Blitting
Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites
Advanced Sprite Programming: Compiled Sprites, Collision Detection, and Animation
Timers, Interrupt Handlers, and Multi-threading
Programming Tile-Based Scrolling Backgrounds Using MappyAL
Creating A Game World: Editing Tiles and Levels
Creating a Tile-Based Scrolling Arcade Game
Taking It To The Next Level
Mastering The Audible Realm: Allegro's Sound Support
Using Data Files To Store Game Resources
Multiplayer Programming Using TCP/IP Sockets
Enhancing Gameplay with Artificial Intelligence
Basic 3D Graphics Programming Using AllegroGL
Publishing Your Game
Appendices
Useful Tables
Numbering Systems: Binary and Hexadecimal
Recommended Books and Web Sites