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![]() | Game Programming with PythonCharles River Media | 2004 | 470 blz. | Sean RileyWritten 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. Tutorial for Developers, Intermediate and Advanced Level onze prijs € 39,90 incl. BTW (€ 37,64 excl. BTW) — ISBN: 9781584502586 | 1584502584 |
| Verzendkosten slechts € 1,95 (voor bestellingen boven de 20 euro in Nederland, daaronder € 4,95) | ||||
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| 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 r 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. | ||
| soort artikel | computerboeken | ||
| ons bestelnummer | 8974-E6 | ||
| titel | Game Programming with Python | ||
| onderwerp | spellen programmeren | ||
| platform | NT 4 Workstation, Windows 2000, Windows 98 SE, Windows ME, Windows XP | ||
| uitgever | Charles River Media [CHAr ] | ||
| website uitgever | www.charlesriver.com | ||
| ISBN-13 | 978-1-58450-258-6 | 9781584502586 | ||
| ISBN-10 | 1-58450-258-4 | 1584502584 | ||
| gepubliceerd in | 2004 | ||
| geschreven door | Sean Riley | ||
| dit boek behandelt | US versie voor NT 4 Workstation, Windows 2000, Windows 98 SE, Windows ME, Windows XP | ||
| taal van het boek | Engels US | ||
| aantal bladzijden | 470 | ||
| uitvoering | softcover | ||
| medium | met CD-ROM | ||
| geïmporteerd door | Computercollectief BV | ||
| artikelcode fabrikant | 978-1-58450-258-6 | ||
| barcodes | 9781584502586 / 619587025841 |
| naar uitvoerig | compact overzicht | Nog 54 andere boeken over spellen programmeren | ||
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