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Cover
Acknowledgments
About the Author
About the Series Editor
Letter from the Series Editor for Software Engineering for Game Developers
Contents at a Glance
Contents
Introduction
Chapter 1 Getting into the Game
Chapter 2 Requirements—Getting the Picture
Chapter 3 A Tutorial: UML and Object-Oriented Programming
Chapter 4 Software Design—Much Ado About Something
Chapter 5 Old Is Good—The Library Approach
Chapter 6 Object-Oriented Fantasies and Realities
Chapter 7 P Is for Pattern
Chapter 8 Risk Analysis
Chapter 9 Iterating Design
Chapter 10 Control Freaks and Configuration Management
Chapter 11 Evident Evil—The Art of Testing
Chapter 12 Numbers for Nabobs
Chapter 13 What People Do—Development Strategies
Chapter 14 Practice, Practice,Practice
Chapter 15 Team Work
Chapter 16 Process Improvement
Chapter 17 Release Planning and Management
Chapter 18 Documentation—Learning How to Learn
Chapter 19 Philosophy of Software Engineering and Game Development
Appendix A Installation and Setup
Appendix B Working with Files
Appendix C Source Control
Appendix D Software Engineering and Game Design Documentation
Appendix E Resources
Index
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Software Engineering for Game Developers John P. Flynt with Omar Salem
© 2005 by Thomson Course Technology PTR. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permis- sion from Thomson Course Technology PTR, except for the inclusion of brief quotations in a review. The Premier Press and Thomson Course Technology PTR logo and related trade dress are trademarks of Thomson Course Technology PTR and may not be used without written permission. SmartDraw is a trademark of SmartDraw.com, Inc. Windows, Microsoft Project, Microsoft Word, Microsoft Excel, DirectX, and Microsoft Visual Studio .NET are trademarks of Microsoft Corporation. FrameMaker and Photoshop are trademarks of Adobe Systems Incorporated. All other trademarks are the property of their respective owners. Important: Thomson Course Technology PTR cannot provide software support. Please contact the appropriate software manufacturer’s technical support line or Web site for assistance. Thomson Course Technology PTR and the author have attempted throughout this book to distinguish proprietary trademarks from descrip- tive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Thomson Course Technology PTR from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Thomson Course Technology PTR, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information. Readers should be particularly aware of the fact that the Internet is an ever-changing entity. Some facts may have changed since this book went to press. Educational facilities, companies, and organizations interested in multiple copies or licensing of this book should contact the publisher for quantity discount information. Training manuals, CD-ROMs, and portions of this book are also available individually or can be tailored for specific needs. ISBN: 1-59200-155-6 Library of Congress Catalog Card Number: 2004106451 Printed in the United States of America 04 05 06 07 08 BH 10 9 8 7 6 5 4 3 2 1 Thomson Course Technology PTR, a division of Thomson Course Technology 25 Thomson Place Boston, MA 02210 http://www.courseptr.com SVP, Thomson Course Technology PTR: Andy Shafran Publisher: Stacy L. Hiquet Senior Marketing Manager: Sarah O’Donnell Marketing Manager: Heather Hurley Manager of Editorial Services: Heather Talbot Senior Acquisitions Editor: Emi Smith Senior Editor: Mark Garvey Associate Marketing Manager: Kristin Eisenzopf Series Editor: André LaMothe Marketing Coordinator: Jordan Casey Project/Copy Editor: Karen A. Gill Technical Reviewer: John Hollis PTR Editorial Services Coordinator: Elizabeth Furbish Interior Layout Tech: Susan Honeywell Cover Designer: Mike Tanamachi CD-ROM Producer: Brandon Penticuff Indexer: Sharon Shock Proofreader: Kim Benbow TEAM LinG - Live, Informative, Non-cost and Genuine !
This book is dedicated to its readers. TEAM LinG - Live, Informative, Non-cost and Genuine !
Acknowledgments Ben Vinson was the lead programmer for Ankh. He exerted an enormous effort, and the game simply would not exist had he not been willing to make the effort he did. Ben was instrumental in the software design and saw to development of the game from beginning to end. He was by far the central and greatest contributor. John Rose was the game designer for Ankh. John authored the game design document. He also composed the music, wrote the user’s guide, created the installation package, and was helpful in documenting CVS. He was at the center of the effort. (Thanks to Jayme Catalano for keeping track of John.) Carlos Villar worked as a development and maintenance programmer on Ankh. His work on the design, sound, and AI was a strong contribution to the project’s success. Paul Whitehead was the central figure in creation of the art for Ankh. He showed amaz- ing drive as he developed the meshes and textures for the game. The game just would not have happened had he not been a part of the team. Adrian Flynt developed the character art to accompany Paul’s work. Ben Schulz contributed voice talent. John Hollis was the book’s technical reader. John brought to this effort a perspective con- nected with the larger world of software engineering. John provided an essential element in the development of the content. Charlie Allbee offered important suggestions concerning audience needs. iv TEAM LinG - Live, Informative, Non-cost and Genuine !
Acknowledgments v Rob Johnson made suggestions about how to structure the text. Iraj Eftekhari, Deb Mahon, and Tony Caggiano offered encouragement. Amy Flynt checked the math. Marcia Flynt helped with contracts and accounting. The book would not have been writ- ten without her support. Many people at Thomson, Premier, and Course Technology did their usual magic. Karen Gill edited the text. André LaMothe provided the example of how to write books about developing games. Emi Smith guided the effort from its conception. Stacy Hiquet made everything possible. TEAM LinG - Live, Informative, Non-cost and Genuine !
About the Author JOHN P. FLYNT, Ph.D., is a software developer who has worked extensively as a software engineering process specialist. He is president of The ewowe Corporation (http:// www.ewowe.com), which specializes in interactive educational software and related prod- ucts and services. His experience with game development began when he programmed a game for education. He has taught game development and has worked with colleges and universities to create game programs. His educational background includes degrees from the University of Chicago and the University of Colorado. Along with his wife, Marcia, and his children, Amy and Adrian, John lives in the foothills north of Boulder, Colorado. OMAR SALEM lives in Denver, Colorado. Prior to becoming a game development teacher, he was a member of the technical staff at Bell Labs/Lucent Technologies/Avaya, where he worked for nearly 20 years. His emphasis is on both development and quality assurance software engineering. He holds BS and MS degrees in computer science and mathemat- ics. To date, Omar has seen 17 large-scale software systems to completion, and all prod- ucts he has worked on have been successfully deployed. vi TEAM LinG - Live, Informative, Non-cost and Genuine !
About the Series Editor ANDRÉ LAMOTHE, CEO of Xtreme Games LLC and the creator of the XGameStation, has been involved in the computing industry for more than 27 years. He wrote his first game for the TRS-80 and has been hooked ever since! His experience includes 2D/3D graphics, AI research at NASA, compiler design, robotics, virtual reality, and telecommunications. His books are top sellers in the game programming genre, and his experience is echoed in the Thomson Course Technology PTR Game Development books. You can contact André at ceo@nurve.net and http://www.xgamestation.com. vii TEAM LinG - Live, Informative, Non-cost and Genuine !
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