Friday, February 18, 2011

Game Programming With Python (Game Development Series)



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Game Programming With Python (Game Development Series)



  • ISBN13: 9781584502586
  • Condition: New
  • Notes: BRAND NEW FROM PUBLISHER! BUY WITH CONFIDENCE, Over one million books sold! 98% Positive feedback. Compare our books, prices and service to the competition. 100% Satisfaction Guaranteed


If C and C++ are the languages of choice for game programmers, why should you consider using Python? Game Programming with Python explores this question in depth and teaches you why and how Python can reduce your development time, improve your technical designs, and make the entire development process more efficient.

Game Programming with Python is about building games using Python. It deals with general concepts of game development and specifics that apply when using Python for game development. Some of the general topics include simulations, game architectures, graphics, networking, and user interfaces. The Python-specific topics covered include Python development strategies, using Python for data-driven systems, performance tuning, modules and packages, and interfaces between Python and other programming languages. Additionally, a series of increasingly complex examples are developed throughout the book using Python.

Python is already being used by professional game developers in a number of popular commercial games, including the award winning Star Trek ® Bridge Commander™ (Totally Games), Freedom Force™ (Irrational Games), and Earth & Beyond™ (Electronic Arts). Games such as these use Python in three major ways: as a full-fledged programming language to develop real software systems; as a scripting language to control and interface between systems written in other languages; and as a data language to describe game rules and game objects. Throughout the book, each of these major uses of Python is discussed along with the differences between them.

Written for Python programmers interested in learning game development, as well as game developers interested in using Python, the book assumes you have some programming background and a basic grasp of software engineering principles. Some knowledge of the game development process is also assumed, although a concise overview is provided.

Key Features
* Explains why and how Python can reduce your development time, improve your technical designs, and make your entire development process more efficient
* Teaches you how to use Python for game development with three fully functional sample games, example programs for specific topics, and a library of game infrastructure code
* Shows how to develop game infrastructure in a modular, flexible way using key technologies such as OpenGL graphics and TCP/IP networking
* Describes key areas and algorithms of game programming, including artificial intelligence, dynamic content generation, collision systems, network protocol design, user interfaces and game application structure
* Shows how Python can interact with other languages in game environments, including writing extension modules and extension types, and embedding Python as a scripting language

On the CD!
* Open source libraries and tools
* Code from within the book to build three functional games and other example programs

SYSTEM REQUIREMENTS:
Microsoft Windows 98/2000/ME/XP/ NT, Pentium II 400mhz or equivalent, 64MB physical RAM, video card with 4MB VRAM, 60GB disk space. You also need to have Python. Optional: OpenGL hardware accelerated graphics card, 28.8K modem or TCP/IP network connection.Python may not be the first language you think of when you consider computer games, but it's surprising adept at tying together elements of game systems and not at all bad for the implementation of games in its own right. Game Programming With Python explains how to write game code in Python, and goes a long way toward showing that this isn't just a pet project of some hobbyists--that you'd really want to consider Python for game work. Sections dealing with graphics are particularly impressive. Even established Python enthusiasts will smile at what Sean Riley has accomplished in the area of terrain generation.


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Much of the book is as interesting for its coverage of algorithms and design patterns generically as for its detailed coverage of Python programs. Riley takes care to explain, for example, the empirical logic behind the A* (a-star) path-finding algorithm as well as its specific implementation in Python. He devotes similar care to collision-detection algorithms and the simple artificial intelligence behind tic-tac-toe. Riley makes extensive use of libraries in his games, and studying his code is a good way for readers to learn about PyUI, PyOpenGL, and network services libraries. --David Wall


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Topics covered: How to push Python to somewhere near the limits of its capabilities by using it to write games. The author talks about game design, useful algorithms, and strategies for using Python to interconnect game elements as well as using Python for core game functions.









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