Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production…mehr
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process. The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process. This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.
Rodney Quaye is a Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Travellers Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters, Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Travellers Tales, Everywhere.
Inhaltsangabe
Vol I: CHAPTER 1 - THE PROBLEM CHAPTER 2 - THE SOLUTION CHAPTER 3 - THE SOFTWARE ARCHITECTURE CHAPTER 4 - THE SOFTWARE PRODUCTION PROCESS CHAPTER 5 - LIMITATIONS OR CRITERIA FOR USE CHAPTER 6 - GLOSSARY INDEX Vol II: CHAPTER 1 - LPMUD SOFTWARE PRODUCTION PROCESS CHAPTER 2 - CONSISTENT DATA DESIGN CHAPTER 3 - OPTIMIZING THE RESULTS CHAPTER 4 - THE NATURE OF THE BEAST CHAPTER 5 - CAUSE AND EFFECT CHAPTER 6 - GLOSSARY INDEX
Vol I: CHAPTER 1 - THE PROBLEM CHAPTER 2 - THE SOLUTION CHAPTER 3 - THE SOFTWARE ARCHITECTURE CHAPTER 4 - THE SOFTWARE PRODUCTION PROCESS CHAPTER 5 - LIMITATIONS OR CRITERIA FOR USE CHAPTER 6 - GLOSSARY INDEX Vol II: CHAPTER 1 - LPMUD SOFTWARE PRODUCTION PROCESS CHAPTER 2 - CONSISTENT DATA DESIGN CHAPTER 3 - OPTIMIZING THE RESULTS CHAPTER 4 - THE NATURE OF THE BEAST CHAPTER 5 - CAUSE AND EFFECT CHAPTER 6 - GLOSSARY INDEX
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