Programming Windows Games with Borland C++

Programming Windows Games with Borland C++
Author: Nabajyoti Barkakati
Publisher: Prentice Hall
Total Pages: 548
Release: 1993
Genre: Computers
ISBN: 9780672302923

The how-to guide for creating computer games! Intermediate and advanced programmers learn how to use object-oriented programming to write computer games. -- Provides a quick overview of Windows programming with Borland C++ and OWL -- Includes a disk containing shareware Windows games as well as source code and executable versions of Spuzzle and Blockade

Computer Games

Computer Games
Author: Blair Carter
Publisher: Nova Publishers
Total Pages: 182
Release: 2002
Genre: Games & Activities
ISBN: 9781590335260

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Tricks of the Windows Game Programming Gurus

Tricks of the Windows Game Programming Gurus
Author: André LaMothe
Publisher: Sams Publishing
Total Pages: 1092
Release: 2002
Genre: Computers
ISBN: 9780672323690

"Tricks of the Windows Game Programmin Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.

Borland C++ 4 Object-oriented Programming

Borland C++ 4 Object-oriented Programming
Author: Ted Faison
Publisher: Prentice Hall
Total Pages: 904
Release: 1994
Genre: Computers
ISBN:

The first part of this book presents powerful and practical examples of object-oriented applications, using the excellent class library supplied by Borland International. The second part delves into Windows programming with Borland C++, building an extensive class hierarchy specifically for Windows applications--and includes coverage of Borland's Applications Frameworks.

Absolute Beginner's Guide to Programming

Absolute Beginner's Guide to Programming
Author: Greg M. Perry
Publisher: Prentice Hall
Total Pages: 492
Release: 1993
Genre: Computers
ISBN:

This book covers the basic aspects of programming. Readers will get a good understanding of various programming languages. Discusses programming with Windows, DOS, UNIX, and OS/2, and the differences between them.

Using Borland C++ 4.5

Using Borland C++ 4.5
Author: Stephen Potts
Publisher:
Total Pages: 1036
Release: 1994
Genre: Computers
ISBN:

A revision of one of the bestselling Borland C++ titles of all time. This book/disk combination offers a thorough tutorial of Borland C++, along with in-depth coverage of OLE encapsulation--the most significant new feature of the new version of Borland C++. Disk includes all the book's project files, source code, and a set of third-party custom controls which enable the programmer to extend the power of Borland C++.

Mastering Database Programming with Visual Basic 6

Mastering Database Programming with Visual Basic 6
Author: Evangelos Petroutsos
Publisher: Sybex
Total Pages: 908
Release: 2000-01-18
Genre: Computers
ISBN:

Evangelos Petroutsos is a computer engineer who gained much of his experience at the California Institue of Technology and MCI.

Building a 3D Game Engine in C++

Building a 3D Game Engine in C++
Author: Brian Hook
Publisher: Wiley
Total Pages: 0
Release: 1995-07-06
Genre: Computers
ISBN: 9780471123262

Everything you need to create your own 3D game engine Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again. This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to: Design and develop games like the professionals Create real-time 3D graphics games Implement collision and boundary detection Create "intelligent" entities using AI algorithms Disk includes: AST3D, a C++ library specifically designed for 3D game programming Source code for Borland and Watcom C++ compilers An original 3D game engine you can use to create your own games

FUNDAMENTALS OF COMPUTER GRAPHICS AND MULTIMEDIA

FUNDAMENTALS OF COMPUTER GRAPHICS AND MULTIMEDIA
Author: D. P. MUKHERJEE
Publisher: PHI Learning Pvt. Ltd.
Total Pages: 194
Release: 1998-01-01
Genre: Computers
ISBN: 8120314468

Intended as a textbook for students of computer science and management, this study strives to bring the concept of multimedia and computer graphics into a single volume. The book covers most of the scan conversion algorithms and other necessary ingredients for realistic rendering, such as techniques of image clipping, illumination and shading. It lays down the fundamental principles of computer graphics and provides the methodologies and algorithms, which act as building blocks of advanced animation and rendering techniques. The emphasis is clearly on explaining the techniques and the mathematical basis. The book also gives an introductory level description on graphics and audio and video hardware, which is sufficient for understanding some of the intricacies in these fields. Since graphics are best learnt with the help of computer implementation of the graphics algorithm, the pseudocodes and problems at the ends of chapters will encourage readers to implement some of the interesting applications of graphics.