Unreal Tournament Game Programming for Teens
Delmar Cengage Learning
978-1-59863-346-7 (ISBN)
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John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado." Brandon Booth wrote his first program on the Twelve Days of Christmas at the age of twelve. He wrote his first game on a TI graphing calculator, and when he was in high school, he was teaching himself how to program computers in Java. He graduated from high school with an International Baccalaureate diploma and decided to pursue dual degrees in applied mathematics and computer science at the University of Colorado, Boulder. While a student at CU, he has written a number of AI-based games for PCs. In other respects, he remains an avid player of games. His favorites include Final Fantasy, Guitar Hero, Kingdom Hearts, Guild Wars, Unreal Tournament, Half-life, and Worms Armageddon
CHAPTER 1. GETTING STARTED
Unreal Ed and Unreal Tournament
Viewing Unreal Tournament features
CHAPTER 2. SETTING UP TO PROGRAM WITH UNREALSCRIPT
Hello World with Unreal Script
Variables
Operators and operators
The Guessing Game
CHAPTER 3. BASIC PROGRAMMING ACTIVITIES
Repetition
Methods
Arrays
Classes
CHAPTER 4 MODIFYING A WEAPON
Inheritance
Overloading
Overriding
Adding customized ammo
Loading our work into the game
CHAPTER 5 CREATING YOUR OWN LEVEL
The floor plan
Creating structures
Adding textures
Adding lights
Adding events
Trying it out
CHAPTER 6 CREATING YOUR OWN MODEL WITH MILKSHAPE
Staring with the model snowflake
Modifying the model
Customizing the texture
Adding your work to a level
Adding lights and events
Playing in the snow
CHAPTER 7 DEALING WITH PHYSICS THROUGH BUBBLE MAKING
Vectors
Iterators
Rotators
Adding bubbles
CHAPTER 8 SCORING AND INTERACTION WITH WACK-A-MOLE
Adding the models
Setting up the level
AI
Setting up controls
Voice and sound interaction
Keeping score
Winning and losing
CHAPTER 9 GOING DEEPER WITH LASER TAG
Working with physics and light
Selecting targets
Creating a beam
Modifying controls
Fire away!
CHAPTER 10 SPACE SHOOTERS UNREAL STYLE
Working with the level
Programming the actions
Implementing controls
Making it happen
CHAPTER 13 HACKY SACK JOE OR JOSEPHINE
Understanding the loading the model
Controlling events
Making it happen
Verlagsort | Clifton Park |
---|---|
Sprache | englisch |
Maße | 185 x 231 mm |
Gewicht | 640 g |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
ISBN-10 | 1-59863-346-5 / 1598633465 |
ISBN-13 | 978-1-59863-346-7 / 9781598633467 |
Zustand | Neuware |
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