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Mac Game Programming (Premier Press Game Development Series) ePub download

by Mark Szymczyk

  • Author: Mark Szymczyk
  • ISBN: 1931841187
  • ISBN13: 978-1931841184
  • ePub: 1976 kb | FB2: 1667 kb
  • Language: English
  • Category: Programming
  • Publisher: Muska & Lipman/Premier-Trade; 1 edition (September 1, 2001)
  • Pages: 839
  • Rating: 4.6/5
  • Votes: 115
  • Format: rtf mobi lrf mbr
Mac Game Programming (Premier Press Game Development Series) ePub download

Series: Premier Press Game Development Series. Paperback: 839 pages. I learned a whole lot from the exact 'game programming gurus' book mentioned earlier, and picked up this book and bought it assuming it would be useful in some way. I was wrong.

Series: Premier Press Game Development Series. I was wrong

Mac Game Programmingby Mark Szymczyk, André LaMothePremier Press, 2002ISBN 1931841187Mirrored from the original scans . Mac Game Programming. by Mark Szymczyk, André LaMothe.

Mac Game Programmingby Mark Szymczyk, André LaMothePremier Press, 2002ISBN 1931841187Mirrored from the original scans b. .

Mac Game Programming book . Start by marking Mac Game Programming (Premier Press Game Development Series) as Want to Read: Want to Read savin. ant to Read.

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To resume the book, to program a retro game you have . 5) create a game loop to manage all these things together. You don't need to read that book, reading the 5 point i wrote you will have almost learn the same thing that you could learn with that book.

To resume the book, to program a retro game you have : 1) to plug your computer. 2) to find a way to put graphic on your screen. 3) to find a way to aquire input from controller. I really wonder if the author already wrote a real game. For me he is an amator that have written few basic codes and assembler code on a Atari 400/800 when he was young.

Items related to Mac Game Programming (Premier Press Game . After graduating from John Carroll University, Mark Szymczyk set out on a career in software development.

Items related to Mac Game Programming (Premier Press Game Development. Mark Szymczyk Mac Game Programming (Premier Press Game Development Series). ISBN 13: 9781931841184.

Tìm kiếm premier press game development, premier press game . This book focuses on game development with XNA Game. experienced game developer. She started her game development career in game programming.

Tìm kiếm premier press game development, premier press game development tại 123doc - Thư viện trực tuyến hàng đầu Việt Na. lt;/param protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad. GetState(PlayerIndex. Pressed) this 554. 2,380.

MAC Game Programming. Are you a Mac programmer looking for a game development book? Then look no further because Mac Game Programming is for you! This book is a comprehensive guide to programming games on the Mac OS X and Mac OS 8/9 platforms. It teaches the fundamentals of graphics and animation and then moves on to advanced topics like artificial intelligence, multi-platform networking, and physics modeling.

This is a brand new book at a great price. Author Michael Dawson. Publication Year 2004.

Are you an avid Mac fan, itching to try your hand at game development on your Mac? If you have a working knowledge of programming, this book is the guide you've been searching for. Covering the components that make up a game and teaching you to program these components for use on your Macintosh, you will work your way through the development of a complete game. Beginning with the basics for less experienced programmers, this book quickly moves into more advanced topics. With detailed information on everything from graphics and sound to physic and artificial intelligence, Mac Game Programming covers everything that you need to know as you create your first game on your Mac.
It's just ok.

The author says in his book that code doesn't work.

There's a huge lack of information in it about some topics, like loading external bitmaps, etc. The author suggests simply putting everything in a resource file and going with the flow of that. There is a little talk of using a data fork. No talk of external files really.

I ended up suplimenting with a dummies book for the basics of programming the mac and with tips from mac programming gurus, which actually pointed me in the right direction on the files....
This book is a little out-of-date, but goes hand-in-hand with its counterpart for programming games for Windows(r). This book takes your through the basics through full game development. If you want a starter book then this is a good one.
This book is almost impossible to sit down and get much of value from.
I will omit detailing all of the syntax problems and compiler problems that have already been mentioned here (a contributor to the book admited that nothing on the CD would even compile, and he gave the book 5 stars - enough said),
This book is poorly organized, the author jumps around at seemingly random without any clearly defined goals in any of the chapters that I've read (im about half through) He has pages and pages dedicated to the theorys of how and why Apple chose to do this or that, but barely a snippet of how to actually accomplish anything. When the author does attempt to show you something, he makes grand assumptions about what you already know. Example : in chapter 4 he decides to show you "creating a window", but he only shows half of the process he just mentions offhandedly that you will need resedit or resourcer to actually create the window that he has just shown you how to draw. To the author : if the person reading your book does not know how to "create a window", then why do you assume that they know anything in the world at all about resedit? You didnt even include it on the CDROM, or at least you could have provided information about where to get it!
Thats just a single rant of mine about this book, but the half explanations and lack of follow-through here carries on for chapter after chapter. Frustrating.
I am not new to Mac programming, in fact I've written several proprietary programs for my business, have been working on a game as a hobby, and I am nearly lost reading this mess. I learned graphics on the Mac with the EXCELLENT book "Secrets of the Mac game programming gurus". Sadly that book is no longer published and unfortunately alot of the quickdraw stuff taught in that book is not supported in OSX carbon. But if you could find "Gurus" and another book on carbon programming, you'd be far better off than wasting your time with this mess.
I really want to like this book - it fills a niche, it contains a ton of information, the author seems like a good guy and has clearly worked REALLY hard - but it's just not possible, especially at the price. And it's a little odd to discover that the author hasn't actually published a game - one of the reasons I buy a programming book instead of scraping together information off the internet is in the hope of a little authority.
The intended audience seems inconstant - a collision detection subroutine (will either corner of this edge of the square hit the object if we move it?) is repeated 4 times, one for each direction, with identical supporting text each time. Seems like this could be left as an exercise for the reader. But I should "create a window for my application in the resourcer." This is to describe in excruciating detail how to unlock the driver's door, then the passenger's door, and then the trunk; oh, and if you get a flat tire, just change it.
There are strange problems with the diagrams - they appear to have been delivered correctly, but they show up in the book with chunks missing or displaced. Correct versions are available on the publisher's and author's web-sites, but it shows a lack of concern for correctness on the part of the publisher and throws the accuracy of every diagram into question.
The same is true for a lot of the code snippets. (And the book cannot stand on its own without the included CD.) There are a lot of syntactical typos, the indentation is frequently just wrong - something I'm inclined to also blame on the editors. It feels like they were more interested in getting the book out the door than getting it out the door correctly. The code provided is frequently inelegant - there are memory leaks, multiple calls to functions whose parameters and return values won't have changed. And yes, maybe they're side-effecting functions and this is what you have to do when you're using InputSprocket - but tell me that, don't make me wonder.
There's a lot of information here - much of it good and helpful. But it's sparse and hard-won. I'm perfectly happy to sit and puzzle over something I just don't get, as long as I'm sure it's just me not getting it. It's frustrating when there are so many inaccuracies ('cause sure, everyone makes a typo or two) that I can no longer trust that process.
Since I contributed to this book, I shouldn't rate it. However, I would like to encourage Mac developers to purchase the book to garner further interest from publishers to release more Mac specific programming books. In addition, I would like to inform readers that an error exists in the Project Builder version of the source code that comes with the book. If you load any of the project files on the CD-ROM and try to compile them, the build will fail. This is because the file InfoPlist.strings is not on the CD-ROM with the source code files. Fortunately, the author has a small download to fix the problem. Visit his site for instructions...
I learned a whole lot from the exact 'game programming gurus' book mentioned earlier, and picked up this book and bought it assuming it would be useful in some way. I was wrong. None of the code beyond chapter 7 compiles.. Well most of the complaining has been covered, I just figured this book needed another 1 star review to have the average better reflect the quality
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