Higher Education

Beginning Game Programming, 3rd Edition

  • Jonathan S. Harbour The University of Advancing Technology
  • ISBN-10: 1435454278  |  ISBN-13: 9781435454279
  • 448 Pages
  • Previous Editions: 2007, 2005
  • © 2010 | Published
  • College Bookstore Wholesale Price = $26.25
  • Newer Edition Available



"Beginning Game Programming, Third Edition" shows budding game developers how to take their game ideas from concept to reality. Requiring only a basic understanding of the C++ language, this unique guide covers all the skills needed to create 2D and 3D games using code written in DirectX. Each element of a game is taught step-by-step, from learning how to create a simple Windows program, to using the key DirectX components to render 2D and 3D, to adding sound to your game. Using the skills taught within each chapter, readers will develop their own game library, which they can build upon for future game projects. And this updated, new edition includes end-of-chapter quizzes and projects to help you practice your new skills! At the end of the book, newfound skills will be put to use as you create your own complete, fully functional game.

Features and Benefits

  • No previous game programming experience required.
  • All techniques are taught using step-by-step instructions
  • This updated, new edition includes end-of-chapter quizzes and exercises to help readers practice their new skills.

Table of Contents

Part 1: Introduction to Windows and DirectX Programming.
Chapter 1: Getting Started with the Windows API.
Chapter 2: Windows Messaging and the Game Loop.
Chapter 3: Tapping Into Direct3D.
Chapter 4: Initializing A Direct3D Device.

Part 2: Creating a 2D Arcade Game.
Chapter 5: Drawing Basic Graphics (Bitmaps).
Chapter 6: Using Timers For Animation and Framerate Control.
Chapter 7: Drawing A Tile-Based Game Level.
Chapter 8: Drawing and Animating Sprites.
Chapter 9: Detecting Sprite and Tile Collisions.

Part 3: Creating a 3D Artillery Game.
Chapter 10: Drawing Advanced Graphics (Meshes).
Chapter 11: Setting Up The Camera View.
Chapter 12: Adding Lights To The Scene.
Chapter 13: Rendering A Static Environment.
Chapter 14: Firing Rockets and Blowing Stuff Up.

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).