Cross-Platform Game Programming

本书深入探讨了跨平台游戏开发的技巧与策略,解决了不同平台间存在的诸多问题,并教授如何编写能在所有机器上一致运行的代码。内容覆盖了标准库的使用限制、编译器差异、调试技巧以及操作系统间的差异等。

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With many of todays games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.

In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs. • BuildTools C Jam, the cross-platform build tool covered in Chapter 11 as an alternative to Makefiles • Graphics C OpenGL, GLUT, and Microsoft DirectX SDK • Utility Libraries C STLport, Boost, POSIX threads for Windows, and PLib • Scripting C Lua, source for the Lua interpreter and Lua compiler, and the basic Lua core required by both
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