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Game Programming: The L Line, The Express Line to Learning
Game Programming: The L Line, The Express Line to Learning
Andy Harris
ISBN: 978-0-470-06822-9
©2007
570 pages
INSTRUCTORS
STUDENTS
TITLE INFORMATION
Description  |  Author Info  |  Table of Contents  |  New to This Edition  |  Sample Chapters  |  Supplements
New to This Edition
UNIQUE SERIES FEATURES! Chapter objectives, pre-assessment exercises, tutorial coverage, terminology overviews, real-world case studies and applications, review questions, practice exams, and plentiful illustrations and examples.

THE EXPRESS LINE TO LEARNINGThe L Line uses the universally recognized motif and symbols of a subway map, professional design and ample figures to guide readers through the start to finish lessons of game programming.  

MAKES PROGRAMMING FUN! Code will be shown in several different languages including Python, Java and C. The book takes students from introductory topics to more advanced. By the end of the course, students will have programmed their own game!

INTRODUCTORY COVERAGE: The technologies covered in are object-oriented programming, as well as basic math and physics concepts.

VALUABLE ANCILLARY MATERIALS  - Online components include test databases and question and answer sessions.

GET A NEW JOB, IMPROVE SKILLS, LEARN NEW SKILLS! Topics are tied to emerging multidisciplinary topics that enable readers to master critical career-enhancing and marketable skills.

A START TO FINISH APPROACH TO LEARNING GAME PROGRAMMING – Guides readers interested in gaining professional-level programming and game development skills by evaluating current knowledge, learning skills taught in schools, and testing knowledge against real-world examples and challenges.

STUDENTS WILL LEARN HOW TO: Plan programs, write and test code, and manage complicated data; Create text-based games, racing games, arcade games; Review Newton's Laws and build spacecraft motion and gravity; Add sound, set up scorekeeping, and design avatars.

 


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