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Game Programming
Help
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Content for Game programming: Introduction to Game programming.
Different types of game
Different programming language for Game
Different programming language strength and weakness for Game:
Game development tools
Various Game programming language.
Flowchart for Game development.
Designing a Game and the Game Engine
Game design Heart
Game Design Techniques
Game design reality check
Magic Formula:
C++ Source code for Tic Tac Toe game
References:
For further Info.
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Game programming language:
SimulationComputer GraphicsStage DesignPhysicsAudio Programming InputArtificial intelligence
Introduction:
Game programming language is the software development for video games and is a subset of the game development. It requires the substantial skill in the software engineering. Game programming required specialization in the following areas to create game:
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DOOM-like first-person games—These games are full 3D and can view them from the character’s perspective.
Sports games—Sports games can be either 2D or 3D.
Arcade/shoot-up/platform—These games are your typical Asteroids, and Jazz Jackrabbit type stuff.
Mechanical simulations—These games encompass any kind of driving, flying, boating, racing, and tank-battle simulation,
Ecosystem simulations—This is really a new kind of game that has no real-world analog —other than the real world itself.
Different types of Games:
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Different programming language for Game:
Computer and video games programming are written primarily in:
CC++Assembly language
Various script languages are used for the generation of content such as game play and especially AI:
RubyLuaPython
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Language Strengths Weaknesses
Assembly Potentially minimal CPU overheadError-prone, slow development, difficult to learn, not portable
C Widely known, numerous toolsLack of object-oriented functionality, difficult for large projects or multiple platforms
C++ Object-oriented, widely used, numerous toolsDevelopment costs of manual memory management, "boilerplate" code, and potentially long compilation times
C#Object-oriented, automatic memory management, offers reflection
Generally limited to Microsoft platforms (Windows and Xbox),garbage collection overhead, easily reverse-engineered
JavaObject-oriented, automatic memory management, widely portable, offers reflection
Lack of user-defined value-types,garbage collection overhead, memory overhead, unavailable on major gaming consoles, easily reverse-engineered
Different programming language strength and weakness for Game:
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Games development tools:
Game development tool is a software application which facilitates the making of the Game(Computer or video Games).
For example:- IDE and 3D graphics modelling are game tools which are COTS
product.
2D and 3D package ( Blender, GIMP, Photoshop and3D Studio Max) are used for view and modification of assets.
3D models, textures are used for the conversion of assets into required format for the Game.
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Various Game Programming language :• Scratch programming language
• Squeak Smalltalk programming language
• Kodu programming language
• Greenfoot programming language
• Kojo programming language
• Unity programming language
• Guido Van Robot programming language
• Hackety programming language
• Laby programming language
• Illumination Software Creator programming
language
• xKarel programming language
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Flowchart for Game development
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Designing a Game:Computer ScienceArtMusicBusinessMarketing
The Game Engine:Graphics & AnimationPhysicsController InteractionAI PrimitivesSoundNetworkingScripting system
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Game Design Heart
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Game Design Techniques:
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Game design reality check
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Magic Formula:
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C++ Source code for Tic Tac Toe game#include <iostream>using namespace std;char square[10] = {'o','1','2','3','4','5','6','7','8','9'};int checkwin();void board();int main(){ Int player = 1,i,choice; char mark; do { board(); player=(player%2)?1:2; cout << "Player " << player << ", enter a number: ";
cin >> choice; mark=(player == 1) ? 'X' : 'O'; if (choice == 1 && square[1] == '1')
square[1] = mark; else if (choice == 2 && square[2] == '2')
square[2] = mark; else if (choice == 3 && square[3] == '3')
square[3] = mark; else if (choice == 4 && square[4] == '4')
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square[4] = mark; else if (choice == 5 && square[5] == '5')
square[5] = mark; else if (choice == 6 && square[6] == '6')
square[6] = mark; else if (choice == 7 && square[7] == '7')
square[7] = mark; else if (choice == 8 && square[8] == '8')
square[8] = mark; else if (choice == 9 && square[9] == '9')
square[9] = mark; else {
cout<<"Invalid move "; player--; cin.ignore();
cin.get(); } i=checkwin(); player++;
} while(i==-1); board(); if(i==1)
cout<<"==>\aPlayer "<<--player<<" win ";
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else cout<<"==>\aGame draw";
cin.ignore(); cin.get(); return 0; } int checkwin() {
if (square[1] == square[2] && square[2] == square[3]) return 1;
else if (square[4] == square[5] && square[5] == square[6]) return 1;
else if (square[7] == square[8] && square[8] == square[9]) return 1;
else if (square[1] == square[4] && square[4] == square[7]) return 1;
else if (square[2] == square[5] && square[5] == square[8]) return 1;
else if (square[3] == square[6] && square[6] == square[9]) return 1;
else if (square[1] == square[5] && square[5] == square[9]) return 1;
else if (square[3] == square[5] && square[5] == square[7]) return 1;
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else if (square[1] != '1' && square[2] != '2' && square[3] != '3‘ && square[4] != '4‘ && square[5] != '5‘ && square[6] != '6‘ && square[7] != '7'
&& square[8] != '8' && square[9] != '9') return 0;
else return -1; }
void board() {
system("cls"); cout << "\n\n\tTic Tac Toe\n\n";cout << "Player 1 (X) - Player 2 (O)“ << endl << endl; cout << endl; cout << " | | " << endl; cout << " " << square[1] << " | " << square[2] << " | " <<
square[3] << endl; cout << "_____|_____|_____" << endl; cout << " | | " << endl; cout << " " << square[4] << " | " << square[5] << " | " <<
square[6] << endl; cout << "_____|_____|_____" << endl; cout << " | | " << endl; cout << " " << square[7] << " | " << square[8] << " | " <<
square[9] << endl; cout << " | | " << endl << endl;
}
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Image for the Tic Tac Toe:
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Game Design (2nd ed.). Thomson Course Technology.
Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide.
Evans, Richard (2002). Rabin, Steve, ed. AI Game Programming Wisdom.
References:
External Link:Game Developer Magazine official site
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