Professional

DarkBASIC Pro Game Programming, 2nd Edition

  • Jonathan S. Harbour The University of Advancing Technology
  • Joshua R. Smith
  • ISBN-10: 1598632876  |  ISBN-13: 9781598632873
  • 616 Pages
  • Previous Editions: 2003
  • © 2007 | Published
  • List Price = $ 59.99
  • For quantity discounts, Contact your Representative
  • For single copy purchases, visit CengageBrain.com

About

Overview

Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBasic Professional. This easy-to-use language handles the entire game engine for you, so you are free to focus on designing and playing your own games. Written for beginners with no programming experience, DarkBASIC Pro Game Programming, Second Edition is a welcome change of pace from traditional game programming books. You won't need to spend time figuring out how the game engine works, but only what the game is supposed to do. You will be able to create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBasic runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games!

Features and Benefits

  • Requires no programming experience!
  • DarkBASIC fully supports 2D as well as 3D games, with all of the functions needed to handle collisions in either mode.
  • This no-nonsense book will give you the information you need to start creating high-quality games right away without a difficult learning curve, thanks to the powerful and easy-to-use DarkBasic Professional.
  • Companion website available here: http://www.delmarlearning.com/companions/index.asp?isbn=1598632876

Table of Contents

PART I: The Basics of Computer Programming
1. Welcome To DarkBASIC
2. Introduction to Computer Programming
3. Basic Commands, Variables, and Data Types
4. Characters, Strings, and Text Output
5. Repetition: Looping Commands
6. Making Programs Think: Branching Statements and Subroutines
7. More Power to the Numbers: Data Sequences and Arrays
8. Number Crunching: Mathematical and Relational Operators and Commands
PART II: Game Fundamentals
9. Basic Graphics Commands
10. Game Graphics: Learning To Use Bitmaps
11. Drawing Animated Sprites
12. Programming the Keyboard, Mouse, and Joystick
13. Adding Sound Effects and Music To Your Game
14. Loading and Saving Information Using Files
15. Creating a 2D Arcade Game
PART III: Advanced Topics
16. Tile-Based Scrolling and Level Editing
17. Multiplayer Network Programming
18. Fundamentals of 3D Graphics Programming
19. Loading and Rendering 3D Models
20. Creating a 3D Multiplayer Game
PART IV: Appendixes
A. Answers to the Chapter Quizzes
B. Recommended Books and Web Sites
C. ASCII Chart
D. What's On The CD-ROM?

Supplements

All supplements have been updated in coordination with the main title. Select the main title's "About" tab, then select "What's New" for updates specific to title's edition.

For more information about these supplements, or to obtain them, contact your Learning Consultant.

Instructor Supplements

Fundamentals of Network Game Development  (ISBN-10: 1584505575 | ISBN-13: 9781584505570)

Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections—design, design and development, and development—the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game apart from one that is played offline, the different types of games and networks, how the design and development processes differ depending on the type of game, how design elements affect development implementation and vice versa, how to prevent cheating and hacking, and how to test the final product. Throughout each chapter, real games are used as case studies to help guide you through the challenges of creating your own games. "Fundamentals of Network Game Development" provides you with the foundation you need to create professional-caliber network games.

List Price = $39.99  | CengageBrain Price = $39.99  | College Bookstore Wholesale Price = $30.00

Student Supplements

Fundamentals of Network Game Development  (ISBN-10: 1584505575 | ISBN-13: 9781584505570)

Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections—design, design and development, and development—the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game apart from one that is played offline, the different types of games and networks, how the design and development processes differ depending on the type of game, how design elements affect development implementation and vice versa, how to prevent cheating and hacking, and how to test the final product. Throughout each chapter, real games are used as case studies to help guide you through the challenges of creating your own games. "Fundamentals of Network Game Development" provides you with the foundation you need to create professional-caliber network games.

List Price = $39.99  | CengageBrain Price = $39.99  | College Bookstore Wholesale Price = $30.00

Meet the Author

Author Bio

Jonathan S. Harbour

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

Joshua R. Smith

Joshua R. Smith is a full-time professional game developer at Semi-Logic Entertainments in Palo Cedro, California. He has worked on several commercial games, such as Real War and Hot Wheels: Stunt Track Driver 2. Joshua is an avid C programmer but finds BASIC intriguing. He is currently living in Redding, California. In his spare time, he enjoys playing video games and spending time with his wife.