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Game Programming
Simulation and Event Modeling for Game Developers by Ph.D., John P Flynt John P β€” book cover

Simulation and Event Modeling for Game Developers

by Ph.D., John P Flynt John P, Benjamin Vinson
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Overview

"Simulation and Event Modeling for Game Developers" addresses the urgent need a for practical, hands-on introduction to developing event models and simulations for computer games. This book provides a comprehensive introduction for understanding, designing, programming, and testing software for models and simulations. Readers will begin with an introduction to the conceptual foundations of simulation and how to gather requirements and design software for simulation. From there, the reader covers a C++/DirectX framework that can be used to develop simulations and learns how to set up worlds and entities for simulation. Readers will also examine AI, physics, and environments for event simulation as well as the development of models for simulating entire systems, such as floods and traffic flows. The book wraps up with coverage of testing simulation software. Throughout, the book provides numerous working examples readers can recreate or run as demonstrations and exposes readers to practical and theoretical considerations involved in the planning, development, and testing of games and system model. Each chapter emphasizes a hand-on approach to learning.

Synopsis

Discover how to use simulation and event modeling to enhance the games you build. Whether you are a game designer, a programmer, or both, "Simulation and Event Modeling for Game Developers" provides a basic yet technical introduction to simulation and event modeling as they relate to software development for games. Learn how to use C++ and DirectX® to build 2D and 3D applications that incorporate simulated components or draw from formally structured event models. Each concept is accompanied by a software project, code samples, and extensive discussion of the "why" behind simulation, event modeling, entity creation, world creation, and simulation testing. Develop the skills you need to understand the goals and the priorities of simulation development and learn how to develop, analyze, and test basic simulations. You'll be able to apply your newfound knowledge to simulations you develop for your own games and beyond.

About the Author, Ph.D., John P Flynt John P

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college-level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his works are In the Mind of a Game, Simulation and Event Modeling for Game Developers (with co-author Ben Vinson), and Software Engineering for Game Developers. John lives in the foothills near Boulder, Colorado.

Ben Vinson has developed a number of games for companies such as DreamQuest. While studying at the University of Colorado, he won an award from Microsoft for his game development efforts. He was also the lead developer on Ankh, the game featured in Software Engineering for Game Developers (Thomson, 2004)

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Book Details

Published
August 1, 2005
Publisher
Cengage Learning
Pages
542
Format
Paperback
ISBN
9781592008483

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