You are previewing C# Game Programming: For Serious Game Creation.

C# Game Programming: For Serious Game Creation

Cover of C# Game Programming: For Serious Game Creation by Daniel Schuller Published by Course Technology PTR
  1. Copyright
    1. Dedication
  2. Acknowledgments
  3. About the Author
  4. Introduction
    1. CD-ROM Downloads
  5. I. Background
    1. 1. The History of C#
      1. C# Basics
      2. Summary
    2. 2. Introducing OpenGL
      1. Architecture of OpenGL
      2. OpenGL Is Changing
      3. OpenGL and the Graphics Card
      4. The Tao Framework
      5. Summary
    3. 3. Modern Methods
      1. Pragmatic Programming
      2. Summary
  6. II. Implementation
    1. 4. Setup
      1. Introducing Visual Studio Express—A Free IDE for C#
      2. Subversion, an Easy Source Control Solution
      3. Tao
      4. NUnit
      5. Summary
    2. 5. The Game Loop and Graphics
      1. How Do Games Work?
      2. Implementing a Fast Game Loop in C#
      3. Graphics
      4. Summary
    3. 6. Game Structure
      1. The Basic Pattern of a Game Object
      2. Handling Game State
      3. Game State Demo
      4. Setting the Scene with Projections
      5. Sprites
    4. 7. Rendering Text
      1. Font Textures
      2. Font Data
      3. Rendering Text
      4. Refining the Text Class
      5. Faster Rendering with glDrawArrays
      6. Summary
    5. 8. Game Math
      1. Trigonometric Functions
      2. Vectors
      3. Two-Dimensional Intersection
      4. Tweens
      5. Matrices
    6. 9. Making the Game Engine
      1. A New Game Engine Project
      2. Extending the Game Engine
      3. Adding Sound Support
      4. Improving Input
    7. 10. A Simple Side-Scrolling Shooting Game
      1. A Simple Game
      2. The First Implementation Pass
      3. Developing the Inner Game
      4. Continuing Iterations
    8. 11. Creating Your Own Game
      1. Project Management
      2. Display Methods
      3. Types of Games
      4. Final Words
  7. A. Recommended Reading
    1. The Practice of Programming
      1. The Pragmatic Programmer: From Journeyman to Master (ISBN 0-201-61622-X) by Andrew Hunt and David Thomas
      2. Code Complete Second Edition: A Practical Handbook of Software Construction (ISBN-13: 978-0735619678) by Steve McConnell
    2. The C# Language and Software Architecture
      1. CLR via C#, 3rd Edition (ISBN-13: 978-0735627048) by Jeffrey Richter
      2. Head First Design Patterns (ISBN-13: 978-0596007126) by Eric T Freeman, Elisabeth Robson, Bert Bates, and Kathy Sierra
    3. Math and Graphics Programming
      1. 3D Math Primer for Graphics and Game Development (ISBN-13: 978-1556229114) by Fletcher Dunn and Ian Parberry
      2. Computer Graphics: Principles and Practice in C (2nd Edition) (ISBN-13: 978-0201848403) by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes
    4. OpenGL
      1. OpenGL Programming Guide: The Official Guide to Learning OpenGL (ISBN-13: 978-0321552624) by Dave Shreiner
      2. OpenGL Shading Language 3rd Edition by Randi J. Rost, Bill Licea-Kane, Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, and Mike Weiblen

Chapter 3. Modern Methods

Software development has problems—buggy games, blue screens of death, random crashes, programs not responding; the problems are numerous. Architects and civil engineers do not have these problems. The pyramids are doing pretty well and they are nearly 3,000 years old. Once a building is put up it tends to stay up, but humans have been putting up buildings for a lot longer than they have been writing software.

In the last few years, lots of interestingly named new software development methodologies have started to appear. These methodologies are an attempt to improve the way software is created and the final quality of the product. In this section, we’ll look at some of the more useful methodologies that you can put in ...

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