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Game Programming, General Software Engineering
Cross Platform Game Programming by Steven Goodwin β€” book cover

Cross Platform Game Programming

by Steven Goodwin
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Overview

With many of today's games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines. In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs.

Synopsis

Cross Platform Game Programming addresses cross-platform programming issues by teaching programmers practical cross-platform development strategies for writing the same game, using the same code for several platforms simultaneously (PS2, XBox, PC, and GameCube, etc.). The book begins by explaining the ten basic tenets for development such as commonality and abstraction. It explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being built to be cross platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using cross platform libraries (a.k.a. middleware) by demonstrating how to write code that will run identically on different machines; even when the platform makes use of the same APIs. Because the book teaches the methods, not the API, it scales well for future platforms and is a great addition for any programmer's bookshelf.

FEATURES

  • Teaches alternative solutions for porting between Windows & Unix, or Mac and Windows
  • Works on a "toolbox" mentality so that methods are the same regardless of platforms being used (e.g., DirectX, OpenGL)
  • Includes a CD-ROM with sample code and useful programming tools for memory management, overcoming compiler limitations, file formats/serialization, etc.

About the Author, Steven Goodwin

Steven Goodwin (London, England) has been in the game industry for more than 12
years, progressing from Windows programmer to lead and management roles on
console platforms such as the PS2, GameCube, and Xbox. During his time, he
was responsible for five titles, including the #1 selling Die Hard:
Vendetta, which appeared on all three of the above platforms. He has also
written more than 30 articles in major publications, including the UK games
development industry trade paper, Develop, and recently wrote the book
Cross-Platform Games Programming for Charles River Media.

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Book Details

Published
March 1, 2005
Publisher
Cengage Learning
Pages
460
Format
Paperback
ISBN
9781584503798

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