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Learning C# by Programming Games, by Arjan Egges, Jeroen D. Fokker, Mark H. Overmars
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C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience.
Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling.
The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.- Sales Rank: #4358361 in Books
- Published on: 2015-07-14
- Released on: 2015-07-14
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.10" w x 6.10" l, 1.43 pounds
- Binding: Paperback
- 443 pages
From the Back Cover
C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience.
Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling.
The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds. About the Author
Arjan Egges is an associate professor in the Games and Virtual Worlds group in the Department of Information and Computing Sciences at Utrecht University in the Netherlands. Heading the Motion Capture Lab there, his current research focuses on the integration of motion capture animation into navigation and object manipulation tasks. He regularly teaches various courses related to games and computer animation, and recently designed the new introductory programming course for the university’s new Game Technology bachelor program, using C# as the language of choice.
Jeroen Fokker is an assistant professor in the Software Technology group at Utrecht University. As the director of education, he is responsible for the undergraduate programs in Computer Science and Information Science. He has been teaching introductory programming courses for over 20 years, using C++, Haskell, Java, and C#, as well as courses on compiler construction.
Mark Overmars is a full professor in computer science at Utrecht University. Here he has done research into computational geometry, robotics, and game technology. Mark is responsible for the Game Technology educational program at Utrecht University. Furthermore, he is the author of the Game Maker software package, originally designed as a tool to teach children about the basics of object-oriented design and to raise their interest in computer science. The package, though, has developed into a full-blown authoring package for games used in education by amateurs and by professional game developers. Mark was named as one of the top 50 influential people in game development by the U.S. magazine GameDeveloper in 2010.Most helpful customer reviews
21 of 21 people found the following review helpful.
Absolutely On Target
By Amazon Customer
I must say, I'm really impressed with this work. A couple months ago, I planned on teaching my nephew a bit of programming - using some basic C# & games logic. Before starting with him, I made a little ~20 point outline of what I thought (a) he might like, and/or (b) would be useful for him to know.
I felt that he would probably need some sort of printed reference for the language to use between our talks - maybe a quick reference or the like. Despite its awesome power and utility for seasoned programmers/engineers, Google is a little too open-ended for an absolute beginner to use for development guidance. On Amazon, I stumbled across this book, and I'm quite happy that I did. I was especially pleased to find that it was very neatly organized, with a logic progression through the essentials steps required to -create- something, not to learn the C# language specification.
It appears that there was consideration for the level of sophistication of the readers, and the examples' level of complexity was adjusted in a very controlled manner. In my view, the material seems appropriate for those learning their first language (i.e. non-professionals), although a whole range of people would probably still enjoy it.
The example exercises, in addition to being illustrative, looked pretty fun too. So many authors create examples that seem to impress only themselves - giving little thought to the learner and their needs. Here, the examples are obviously intended to give students needed practice on specific skills, without extraneous details getting in the way.
It's clear to me that the authors put real work and thought into "Learning C# by Programming Games", and the result is excellent. I haven't been this impressed with a book in a long time. I wish this were available when I was just starting out.
7 of 9 people found the following review helpful.
Don't waste your time
By travis d
This book needs xna framework which is no longer supported or updated. It also needs Microsoft studio 2010.... Which is no longer downloadable.... I sent it back after trying multiple work around. I emailed the author and asked about updates to xna or studio, and got back "when they update xna, we'll update the website"..... Only they are no longer updating xna.
Not worth the hassle. Also, xna is being phased out completely.
I bought c# players guide by Whitaker. WAY better. You can use the new, free studio 2015, and you learn the language in a fairly engaging way.
Don't waste your money or time on this.
2 of 2 people found the following review helpful.
Great Introduction to C# and Game Programming
By sinecure
This is a very well-written introduction to game programming and C#. The book develops several games from scratch, starting with a basic game. As games get more sophisticated, so do the C# features that implement them. The code also gets more modular, and more object oriented features of C# are exploited with each new chapter. By the end of the book, some of the code is separated into a reusable and well-thought-out game programming library.
The games in the book use XNA, which is not available for the Visual Studio Express 2015 edition. Monogame - an open source program available free of cost - is almost a drop-in replacement for XNA, with some minor annoyances. Game assets need to be manually converted to xnb files before they can be used. For conversion, I used the open source program XNB Builder, and the XNA libraries from Microsoft, loaded alongside an older version of Windows Phone Development Tools on a different machine.
Despite these few hassles, I felt the book helped me greatly in learning game programming and C#.
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