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 11. Creating Your Own Game

It’s very likely you are reading this book because you have some great ideas for games and want to learn how to turn those ideas into programs. This chapter offers general advice on game creation and covers some challenges that particular game genres experience and how to approach them.

This is a very broad whirlwind tour of game creation, touching on some of the more interesting problems you’ll encounter as you start programming. There are some suggested steps for writing games, code snippets for algorithms, and on the CD, you’ll find a list of resources and further reading for all the game types listed here.

Project Management

Writing games is fun and rewarding, but finishing a game project is much harder. This ...

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