Description: Game Programming With Python (Game Development Series) Riley, Sean -- Review Python may not be the first language you think of when you consider computer games, but it's surprising adept at tying together elements of game systems and not at all bad for the implementation of games in its own right. Game Programming With Python explains how to write game code in Python, and goes a long way toward showing that this isn't just a pet project of some hobbyists--that you'd really want to consider Python for game work. Sections dealing with graphics are particularly impressive. Even established Python enthusiasts will smile at what Sean Riley has accomplished in the area of terrain generation. Much of the book is as interesting for its coverage of algorithms and design patterns generically as for its detailed coverage of Python programs. Riley takes care to explain, for example, the empirical logic behind the A* (a-star) path-finding algorithm as well as its specific implementation in Python. He devotes similar care to collision-detection algorithms and the simple artificial intelligence behind tic-tac-toe. Riley makes extensive use of libraries in his games, and studying his code is a good way for readers to learn about PyUI, PyOpenGL, and network services libraries. --David WallTopics covered: How to push Python to somewhere near the limits of its capabilities by using it to write games. The author talks about game design, useful algorithms, and strategies for using Python to interconnect game elements as well as using Python for core game functions. Product Description If C and C++ are the languages of choice for game programmers, why should you consider using Python? Game Programming with Python explores this question in depth and teaches you why and how Python can reduce your development time, improve your technical designs, and make the entire development process more efficient. Game Programming with Python is about building games using Python. It deals with general concepts of game development and specifics that apply when using Python for game development. Some of the general topics include simulations, game architectures, graphics, networking, and user interfaces. The Python-specific topics covered include Python development strategies, using Python for data-driven systems, performance tuning, modules and packages, and interfaces between Python and other programming languages. Additionally, a series of increasingly complex examples are developed throughout the book using Python. Python is already being used by professional game developers in a number of popular commercial games, including the award winning Star Trek Bridge Commander (Totally Games), Freedom Force (Irrational Games), and Earth & Beyond (Electronic Arts). Games such as these use Python in three major ways: as a full-fledged programming language to develop real software systems; as a scripting language to control and interface between systems written in other languages; and as a data language to describe game rules and game objects. Throughout the book, each of these major uses of Python is discussed along with the differences between them. Written for Python programmers interested in learning game development, as well as game developers interested in using Python, the book assumes you have some programming background and a basic grasp of software engineering principles. Some knowledge of the game development process is also assumed, although a concise overview is provided. About the Author Sean Riley (Austin, TX) has worked as a programmer in the computer industry for eleven years and as a programmer and designer in the game industry for over five years. He has been using Python for over three years and has been involved in open source Python development and two large-scale commercial game development projects using Python. He contributed to Massively Multiplayer Game Development and currently works as a senior software engineer in the core technology group of Ncsoft the largest publisher of Fast Shipping We ship multiple times a week. DVD Media will generally be upgraded to First Class if under 1lbs. If over 1lbs then will usually ship via priority envelope. Most other products will ship via USPS Priority unless a faster service is located. Returns Returns are accepted for DOA products but are not accepted for incompatible, changed mind etc. The reason for this is that many of my products are vintage, such as software that does not work with modern-day computers. But each request will be considered. My Products My products range from DVDs, games, books, and small electronics. I generally do not carry mainstream current-day products.
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