- 游戏数据结构开发:《Data Structures for Game Programmers》
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- 软件类型:普通会员 - 游戏娱乐
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- 更新时间:2006-10-11 17:09:32
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软件简介
戏数据结构开发:《Data Structures for Game Programmers》 :
IT业中游戏业最吃香?为什么呢?大家说有多少网民没有玩过游戏?不过中国游戏人才也是缺啊!看看盛大为了招收人才自己到各个大学去招收计算机本科生啊!中国最大的游戏公司竟然自己去招收人才,可想而知啊!!中国游戏人才到底缺多少!我们缺的不是玩游戏的,而是做游戏的!大家想必都有过要自己做游戏的梦想吧?为什么没有实现呢?因为觉得自己办不到?错!你能办到!从现在开始吧!我们一起将韩国泡菜赶出国门!一起努力实现中国第一个暴雪公司!创造中国自己畅销全世界的游戏!以中国的武侠魅力去震撼世界!我们不要让外国人牵着鼻子走!
我们技术上比不过美国,美工上比不过日本,创意上比不过韩国!我们有什么可以自豪的呢?中国游戏产业的振兴就靠我们这一代,不要让我们的下一代都只玩美国的XBOX,日本的PS,韩国的传奇!我们看到了中国游戏业这块大蛋糕已经让外国瓜分的剩不下多少了!中国的公司为了代理外国的一个游戏争的头破血流!这样的事情不要让他们再一次次重演了!
游戏开发职业虽然含金量较高,但从业门槛也高高在上,因此,学习前一定要先看看自己是否适合这一职业。判断标准主要有以下七点:一看学历,一般需有大专以上的教育背景;二看年龄,游戏业是年轻人的行业,18-35岁是最佳年龄段;三看逻辑性,从业人员除具备IT基本知识外,还要有相当强的逻辑能力,否则将难以担当复杂的编程工作;四看知识面,游戏软件开发设计编剧、美术、音乐、动画、程序等诸多方面,知识面宽泛;五看创新能力,游戏开发需要经常翻花头,对开发者创新能力的要求较高;六看合作能力,游戏软件开发往往由一个小组负责,需要开发者有团队合作精神;七看兴趣,游戏开发是一项异常枯燥的工作,如果对此没有足够的兴趣,将很难做好。
发布的这些书都是原版的英文书籍,没有中文的,因为中文翻译的慢!大家如果想从事游戏开发,真的建议大家先学英语,英语是你一切的一切的基础!大家也可以下载一个金山词霸来边翻译边看!

提要:
数据结构。 对于全世界多数学计算机的用户来说,当他们听到这个词时,在畏缩。 数据结构的课题通常以一种干燥学术的方式,通常没有关于怎样在现实工作中对于他们的应用于。
令人遗憾,数据结构绝对对编程项目很重要,因此我们就不得不克服他们,更何况对于更有难度的游戏编程人员!幸好,我们有这样的一本书用于游戏编程方面的,Data Structures for Game Programmers!
这本书做3 件事情:
1)它将教你数据结构和算法怎样起作用。
2)它将把数据结构和算法在C++内教你怎样开发项目。
3)它将教你怎样在游戏中使用结构和算法。
这本书检查最有用的数据结构中的15 种, 从非常简单的(阵列和链表)到复杂的(树和图)。
Book Information
Size: 976 pages
Price:
$49.99 American
$77.95 Canadian
£36.99 UK
Chapters: 24
本教程的具体内容如下:
Data Structures for Game Programmers
Ron Penton
Acknowledgments
About the Author
Letter from the Series Editor
Introduction
Who Is This Book For?
Topics Covered in This Book
Concepts
The Basics
Recursion and Trees
Graphs
Algorithms
Appendixes
What's on the CD?
The Simple Directmedia Layer
Coding Conventions Used in This Book
Artwork
Are You Ready?
Part I: Concepts
Chapter 1: Basic Algorithm Analysis
A Quick Lesson on Algorithm Analysis
Graphical Demonstration: Algorithm Complexity
Conclusion
Chapter 2: Templates
What Are Templates?
Template Functions
Template Classes
Multiple Parameterized Types
Using Values as Template Parameters
Problems with Templates
Visual C++ and Templates
Under the Hood
Conclusion
Part II: The Basics
Chapter 3: Arrays
What Is an Array?
Graphical Demonstration: Arrays
Native C Arrays and Pointers
An Array Class and Useful Algorithms
Storing/Loading Arrays on Disk
Application: Using Arrays to Store Game Data
Analysis of Arrays in Games
Conclusion
Chapter 4: Bitvectors
What Is a Bitvector?
Graphical Demonstration: Bitvectors
Creating a Bitvector Class
Application: The Quicksave
Bitfields
Analysis of Bitvectors and Bitfields in Games
Conclusion
Chapter 5: Multi-Dimensional Arrays
What Is a Multi-Dimensional Array?
Graphical Demonstration
Native Multi-Dimensional Arrays
Dynamic Multi-Dimensional Arrays
Application: Using 2D Arrays as Tilemaps
Application: Layered Tilemaps
Analysis of Multi-Dimensional Arrays in Games
Conclusion
Chapter 6: Linked Lists
What Is a Linked List?
Singly Linked Lists
Doubly Linked Lists
Reading and Writing Lists to Disk
Application: Game Inventories
Application: Layered Tilemaps Revisited
Analysis and Comparison of Linked Lists
Conclusion
Chapter 7: Stacks and Queues
Stacks
Queues
Conclusion
Chapter 8: Hash Tables
What Is Sparse Data?
The Basic Hash Table
Enhancing the Hash Table Structure
Graphical Demonstration: Hash Tables
Implementing a Hash Table
Application: Using Hash Tables to Store Resources
Conclusion
Chapter 9: Tying It Together: The Basics
Why Classes Are Good
Storing Data in a Class
Making a Game
Conclusion
Part III: Recursion and Trees
Chapter 10: Recursion
What Is Recursion?
The Towers of Hanoi
Graphical Demonstration: Towers of Hanoi
Conclusion
Chapter 11: Trees
What Is a Tree?
Graphical Demonstration: Trees
Building the Tree Class
The Tree Iterator
Building a Tree
Traversing a Tree
Game Demo 11-1: Plotlines
Conclusion
Chapter 12: Binary Trees
What Is a Binary Tree?
Structure of Binary Trees
Graphical Demonstration: Binary Trees
Coding a Binary Tree
Traversing the Binary Tree
Application: Parsing
Conclusion
Chapter 13: Binary Search Trees
What Is a BST?
Graphical Demonstration: BSTs
Coding a BST
Application: Storing Resources, Revisited
Conclusion
Chapter 14: Priority Queues and Heaps
What Is a Priority Queue?
What Is a Heap?
Graphical Demonstration: Heaps
Coding a Heap Class
Application: Building Queues
Conclusion
Chapter 15: Game Trees and Minimax Trees
What Is a Game Tree?
What Is a Minimax Tree?
Graphical Demonstration: Minimax Trees
Game States
More Complex Games
Application: Rock Piles
More Complex Games
Conclusion
Chapter 16: Tying It Together: Trees
Expanding the Game
Further Enhancements
Conclusion
Part IV: Graphs
Chapter 17: Graphs
What Is a Graph?
Types of Graphs
Implementing a Graph
Graphical Demonstration: Graphs
Graph Traversals
The Graph Class
Application: Making a Direction-Table Dungeon
Application: Portal Engines
Conclusion
Chapter 18: Using Graphs for AI: Finite State Machines
What Is a Finite State Machine?
Complex Finite State Machines
Implementing a Finite State Machine
Graphical Demonstration: Finite State Machines
Even More Complex Finite State Machines
Graphical Demonstration: Conditional Events
Game Demo 18-01: Intruder
Conclusion
Chapter 19: Tying It Together: Graphs
The New Map Format
Game Demonstration 19-1: Adding the New Map Format
Converting Old Maps
The Directionmap Map Editor
Upgrading the Tilemap Editor
Conclusion
Part V: Algorithms
Chapter 20: Sorting Data
The Simplest Sort: Bubble Sort
The Hacked Sort: Heap Sort
The Fastest Sort: Quicksort
Graphical Demonstration: Race
The Clever Sort: Radix Sort
Other Sorts
Application: Depth-Based Games
Conclusion
Chapter 21: Data Compression
Why Compress Data?
Run Length Encoding
Huffman Trees
Data Encryption
Further Topics in Compression
Conclusion
Chapter 22: Random Numbers
Generating Random Integers
Generating Random Percents
Generating Random Floats
Generating Non-Linear Random Numbers
Conclusion
Chapter 23: Pathfinding
Basic Pathfinding
Robust Pathfinding
Weighted Maps
Thinking Beyond Tile-Based Pathfinding.
Conclusion
Chapter 24: Tying It Together: Algorithms
Making the Enemies Smarter with Pathfinding
Conclusion
Conclusion
Extra Topics
Further Reading and References
Conclusion
Part VI: Appendixes
Appendix A: A C++ Primer
Basic Bit Math
Standard C/C++ Functions Used in This Book
Exceptions
Why C++?
Class Topics
Conclusion
Appendix B: The Memory Layout of a Computer Program
The Memory Sections
The Code Memory
The Global Memory
The Stack
The Free Store
Conclusion
Appendix C: Introduction to SDL
The Licensing
Setting Up SDL
Setting Up SDL_TTF
Distributing Your Programs
Using SDL
The SDLHelpers Library
The SDLFrame
The SDLGUI Library
Conclusion
Appendix D: Introduction to the Standard Template Library
STLPort
STL Versus This Book
Namespaces
The Organization of STL
Containers
Conclusion
IT业中游戏业最吃香?为什么呢?大家说有多少网民没有玩过游戏?不过中国游戏人才也是缺啊!看看盛大为了招收人才自己到各个大学去招收计算机本科生啊!中国最大的游戏公司竟然自己去招收人才,可想而知啊!!中国游戏人才到底缺多少!我们缺的不是玩游戏的,而是做游戏的!大家想必都有过要自己做游戏的梦想吧?为什么没有实现呢?因为觉得自己办不到?错!你能办到!从现在开始吧!我们一起将韩国泡菜赶出国门!一起努力实现中国第一个暴雪公司!创造中国自己畅销全世界的游戏!以中国的武侠魅力去震撼世界!我们不要让外国人牵着鼻子走!
我们技术上比不过美国,美工上比不过日本,创意上比不过韩国!我们有什么可以自豪的呢?中国游戏产业的振兴就靠我们这一代,不要让我们的下一代都只玩美国的XBOX,日本的PS,韩国的传奇!我们看到了中国游戏业这块大蛋糕已经让外国瓜分的剩不下多少了!中国的公司为了代理外国的一个游戏争的头破血流!这样的事情不要让他们再一次次重演了!
游戏开发职业虽然含金量较高,但从业门槛也高高在上,因此,学习前一定要先看看自己是否适合这一职业。判断标准主要有以下七点:一看学历,一般需有大专以上的教育背景;二看年龄,游戏业是年轻人的行业,18-35岁是最佳年龄段;三看逻辑性,从业人员除具备IT基本知识外,还要有相当强的逻辑能力,否则将难以担当复杂的编程工作;四看知识面,游戏软件开发设计编剧、美术、音乐、动画、程序等诸多方面,知识面宽泛;五看创新能力,游戏开发需要经常翻花头,对开发者创新能力的要求较高;六看合作能力,游戏软件开发往往由一个小组负责,需要开发者有团队合作精神;七看兴趣,游戏开发是一项异常枯燥的工作,如果对此没有足够的兴趣,将很难做好。
发布的这些书都是原版的英文书籍,没有中文的,因为中文翻译的慢!大家如果想从事游戏开发,真的建议大家先学英语,英语是你一切的一切的基础!大家也可以下载一个金山词霸来边翻译边看!

提要:
数据结构。 对于全世界多数学计算机的用户来说,当他们听到这个词时,在畏缩。 数据结构的课题通常以一种干燥学术的方式,通常没有关于怎样在现实工作中对于他们的应用于。
令人遗憾,数据结构绝对对编程项目很重要,因此我们就不得不克服他们,更何况对于更有难度的游戏编程人员!幸好,我们有这样的一本书用于游戏编程方面的,Data Structures for Game Programmers!
这本书做3 件事情:
1)它将教你数据结构和算法怎样起作用。
2)它将把数据结构和算法在C++内教你怎样开发项目。
3)它将教你怎样在游戏中使用结构和算法。
这本书检查最有用的数据结构中的15 种, 从非常简单的(阵列和链表)到复杂的(树和图)。
Book Information
Size: 976 pages
Price:
$49.99 American
$77.95 Canadian
£36.99 UK
Chapters: 24
本教程的具体内容如下:
Data Structures for Game Programmers
Ron Penton
Acknowledgments
About the Author
Letter from the Series Editor
Introduction
Who Is This Book For?
Topics Covered in This Book
Concepts
The Basics
Recursion and Trees
Graphs
Algorithms
Appendixes
What's on the CD?
The Simple Directmedia Layer
Coding Conventions Used in This Book
Artwork
Are You Ready?
Part I: Concepts
Chapter 1: Basic Algorithm Analysis
A Quick Lesson on Algorithm Analysis
Graphical Demonstration: Algorithm Complexity
Conclusion
Chapter 2: Templates
What Are Templates?
Template Functions
Template Classes
Multiple Parameterized Types
Using Values as Template Parameters
Problems with Templates
Visual C++ and Templates
Under the Hood
Conclusion
Part II: The Basics
Chapter 3: Arrays
What Is an Array?
Graphical Demonstration: Arrays
Native C Arrays and Pointers
An Array Class and Useful Algorithms
Storing/Loading Arrays on Disk
Application: Using Arrays to Store Game Data
Analysis of Arrays in Games
Conclusion
Chapter 4: Bitvectors
What Is a Bitvector?
Graphical Demonstration: Bitvectors
Creating a Bitvector Class
Application: The Quicksave
Bitfields
Analysis of Bitvectors and Bitfields in Games
Conclusion
Chapter 5: Multi-Dimensional Arrays
What Is a Multi-Dimensional Array?
Graphical Demonstration
Native Multi-Dimensional Arrays
Dynamic Multi-Dimensional Arrays
Application: Using 2D Arrays as Tilemaps
Application: Layered Tilemaps
Analysis of Multi-Dimensional Arrays in Games
Conclusion
Chapter 6: Linked Lists
What Is a Linked List?
Singly Linked Lists
Doubly Linked Lists
Reading and Writing Lists to Disk
Application: Game Inventories
Application: Layered Tilemaps Revisited
Analysis and Comparison of Linked Lists
Conclusion
Chapter 7: Stacks and Queues
Stacks
Queues
Conclusion
Chapter 8: Hash Tables
What Is Sparse Data?
The Basic Hash Table
Enhancing the Hash Table Structure
Graphical Demonstration: Hash Tables
Implementing a Hash Table
Application: Using Hash Tables to Store Resources
Conclusion
Chapter 9: Tying It Together: The Basics
Why Classes Are Good
Storing Data in a Class
Making a Game
Conclusion
Part III: Recursion and Trees
Chapter 10: Recursion
What Is Recursion?
The Towers of Hanoi
Graphical Demonstration: Towers of Hanoi
Conclusion
Chapter 11: Trees
What Is a Tree?
Graphical Demonstration: Trees
Building the Tree Class
The Tree Iterator
Building a Tree
Traversing a Tree
Game Demo 11-1: Plotlines
Conclusion
Chapter 12: Binary Trees
What Is a Binary Tree?
Structure of Binary Trees
Graphical Demonstration: Binary Trees
Coding a Binary Tree
Traversing the Binary Tree
Application: Parsing
Conclusion
Chapter 13: Binary Search Trees
What Is a BST?
Graphical Demonstration: BSTs
Coding a BST
Application: Storing Resources, Revisited
Conclusion
Chapter 14: Priority Queues and Heaps
What Is a Priority Queue?
What Is a Heap?
Graphical Demonstration: Heaps
Coding a Heap Class
Application: Building Queues
Conclusion
Chapter 15: Game Trees and Minimax Trees
What Is a Game Tree?
What Is a Minimax Tree?
Graphical Demonstration: Minimax Trees
Game States
More Complex Games
Application: Rock Piles
More Complex Games
Conclusion
Chapter 16: Tying It Together: Trees
Expanding the Game
Further Enhancements
Conclusion
Part IV: Graphs
Chapter 17: Graphs
What Is a Graph?
Types of Graphs
Implementing a Graph
Graphical Demonstration: Graphs
Graph Traversals
The Graph Class
Application: Making a Direction-Table Dungeon
Application: Portal Engines
Conclusion
Chapter 18: Using Graphs for AI: Finite State Machines
What Is a Finite State Machine?
Complex Finite State Machines
Implementing a Finite State Machine
Graphical Demonstration: Finite State Machines
Even More Complex Finite State Machines
Graphical Demonstration: Conditional Events
Game Demo 18-01: Intruder
Conclusion
Chapter 19: Tying It Together: Graphs
The New Map Format
Game Demonstration 19-1: Adding the New Map Format
Converting Old Maps
The Directionmap Map Editor
Upgrading the Tilemap Editor
Conclusion
Part V: Algorithms
Chapter 20: Sorting Data
The Simplest Sort: Bubble Sort
The Hacked Sort: Heap Sort
The Fastest Sort: Quicksort
Graphical Demonstration: Race
The Clever Sort: Radix Sort
Other Sorts
Application: Depth-Based Games
Conclusion
Chapter 21: Data Compression
Why Compress Data?
Run Length Encoding
Huffman Trees
Data Encryption
Further Topics in Compression
Conclusion
Chapter 22: Random Numbers
Generating Random Integers
Generating Random Percents
Generating Random Floats
Generating Non-Linear Random Numbers
Conclusion
Chapter 23: Pathfinding
Basic Pathfinding
Robust Pathfinding
Weighted Maps
Thinking Beyond Tile-Based Pathfinding.
Conclusion
Chapter 24: Tying It Together: Algorithms
Making the Enemies Smarter with Pathfinding
Conclusion
Conclusion
Extra Topics
Further Reading and References
Conclusion
Part VI: Appendixes
Appendix A: A C++ Primer
Basic Bit Math
Standard C/C++ Functions Used in This Book
Exceptions
Why C++?
Class Topics
Conclusion
Appendix B: The Memory Layout of a Computer Program
The Memory Sections
The Code Memory
The Global Memory
The Stack
The Free Store
Conclusion
Appendix C: Introduction to SDL
The Licensing
Setting Up SDL
Setting Up SDL_TTF
Distributing Your Programs
Using SDL
The SDLHelpers Library
The SDLFrame
The SDLGUI Library
Conclusion
Appendix D: Introduction to the Standard Template Library
STLPort
STL Versus This Book
Namespaces
The Organization of STL
Containers
Conclusion
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* 如果您发现下载链接错误,请点击报告错误谢谢!
* 站内提供的所有软件包含破解及注册码均是由网上搜集,若侵犯了你的版权利益,敬请来信通知我们!

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