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  • Li, Zhenyu George

    Idioma: Inglés

    Publicado por Packt Publishing 6/30/2025, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: BargainBookStores, Grand Rapids, MI, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 47,50

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    Paperback or Softback. Condición: New. Practical C++ Game Programming with Data Structures and Algorithms: Write high-performance code and solve game development challenges with expert-led. Book.

  • Zhenyu George Li, Charles Shih-I Yeh

    Idioma: Inglés

    Publicado por Packt Publishing Limited, GB, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 57,15

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    Paperback. Condición: New. Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, you'll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.You'll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, you'll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What you will learnUse C++ data structures and algorithms to build core gameplay featuresImplement 2D/3D rendering with shaders, particle effects, and terrain systemsDesign camera systems like third-person, top-down, and split-screen viewsOptimize performance using object pooling and LODAnimate characters using skeletal rigging, interpolation, and inverse kinematicsBuild game AI with FSMs, behavior trees, pathfinding, and steeringApply neural network concepts in a turret defense projectWho this book is forThis book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.

  • Zhenyu George Li, Charles Shih-I Yeh

    Idioma: Inglés

    Publicado por Packt Publishing Limited, GB, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: Rarewaves.com USA, London, LONDO, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 66,81

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    Paperback. Condición: New. Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, you'll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.You'll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, you'll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What you will learnUse C++ data structures and algorithms to build core gameplay featuresImplement 2D/3D rendering with shaders, particle effects, and terrain systemsDesign camera systems like third-person, top-down, and split-screen viewsOptimize performance using object pooling and LODAnimate characters using skeletal rigging, interpolation, and inverse kinematicsBuild game AI with FSMs, behavior trees, pathfinding, and steeringApply neural network concepts in a turret defense projectWho this book is forThis book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.

  • Zhenyu George Li, Charles Shih-I Yeh

    Idioma: Inglés

    Publicado por Packt Publishing Limited, GB, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 58,03

    Envío por EUR 42,87
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    Paperback. Condición: New. Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, you'll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.You'll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, you'll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What you will learnUse C++ data structures and algorithms to build core gameplay featuresImplement 2D/3D rendering with shaders, particle effects, and terrain systemsDesign camera systems like third-person, top-down, and split-screen viewsOptimize performance using object pooling and LODAnimate characters using skeletal rigging, interpolation, and inverse kinematicsBuild game AI with FSMs, behavior trees, pathfinding, and steeringApply neural network concepts in a turret defense projectWho this book is forThis book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.

  • Zhenyu George Li, Charles Shih-I Yeh

    Idioma: Inglés

    Publicado por Packt Publishing Limited, GB, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: Rarewaves.com UK, London, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 61,03

    Envío por EUR 74,63
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    Cantidad disponible: Más de 20 disponibles

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    Paperback. Condición: New. Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, you'll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.You'll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, you'll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What you will learnUse C++ data structures and algorithms to build core gameplay featuresImplement 2D/3D rendering with shaders, particle effects, and terrain systemsDesign camera systems like third-person, top-down, and split-screen viewsOptimize performance using object pooling and LODAnimate characters using skeletal rigging, interpolation, and inverse kinematicsBuild game AI with FSMs, behavior trees, pathfinding, and steeringApply neural network concepts in a turret defense projectWho this book is forThis book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.

  • Zhenyu George Li

    Idioma: Inglés

    Publicado por Packt Publishing Limited, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: PBShop.store UK, Fairford, GLOS, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 51,74

    Envío por EUR 6,74
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    PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Zhenyu George Li

    Idioma: Inglés

    Publicado por Packt Publishing Limited, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: THE SAINT BOOKSTORE, Southport, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 58,50

    Envío por EUR 18,38
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    Paperback / softback. Condición: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

  • Zhenyu George Li

    Idioma: Inglés

    Publicado por Packt Publishing Limited, Birmingham, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: CitiRetail, Stevenage, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 56,76

    Envío por EUR 42,48
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    Paperback. Condición: new. Paperback. Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, youll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.Youll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, youll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What you will learnUse C++ data structures and algorithms to build core gameplay featuresImplement 2D/3D rendering with shaders, particle effects, and terrain systemsDesign camera systems like third-person, top-down, and split-screen viewsOptimize performance using object pooling and LODAnimate characters using skeletal rigging, interpolation, and inverse kinematicsBuild game AI with FSMs, behavior trees, pathfinding, and steeringApply neural network concepts in a turret defense projectWho this book is forThis book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Zhenyu George Li

    Idioma: Inglés

    Publicado por Packt Publishing, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: AHA-BUCH GmbH, Einbeck, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 71,76

    Envío por EUR 63,98
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

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    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineKey Features: Build real-time 2D and 3D games using C++ with practical, executable examples Gain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effects Boost runtime efficiency with practical techniques like object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systemsBook Description:Creating responsive, intelligent games takes more than just following engine tutorials. It requires solving real development challenges with practical, efficient code. This book bridges theory and practice with proven algorithms and techniques grounded in real-world production needs, emphasizing clean, portable C++ implementations.Starting with raylib and the custom Knight engine layer, you'll be introduced to a simple object-oriented scene and game object system. From there, you'll build responsive gameplay systems using essential data structures and algorithms, progressing through 2D rendering, collision detection, effects, and camera control before advancing to 3D graphics environments built using shaders, lighting, quad-tree terrain, and dynamic camera setups.You'll animate characters using skeletal rigs, interpolation, and inverse kinematics for fluid movement and then develop game AI using FSMs, behavior trees, A\* pathfinding, and steering behaviors. The book also covers neural networks, exploring their underlying theories, training processes, and tools. Throughout, the code is written in legacy-compatible C++ to ensure broad support across platforms and compilers.By the end, you'll have gained the skills to build game systems that not only work but also scale, perform, and adapt like professional-grade code.What You Will Learn: Use C++ data structures and algorithms to build core gameplay features Implement 2D/3D rendering with shaders, particle effects, and terrain systems Design camera systems like third-person, top-down, and split-screen views Optimize performance using object pooling and LOD Animate characters using skeletal rigging, interpolation, and inverse kinematics Build game AI with FSMs, behavior trees, pathfinding, and steering Apply neural network concepts in a turret defense projectWho this book is for:This book is for junior game developers, hobbyists, and computer science students entering game development, as well as C++ programmers looking to strengthen their skills. While some familiarity with C++ is helpful, the examples are explained step by step to remain approachable. Whether you're starting out or reinforcing your skills before diving into game engines down the road, this book offers a clear and practical foundation to make you a more effective developer, regardless of which tools you choose later.Table of Contents Gearing Up: C++ for Game Development Data Structures in Action: Building Game Functionality Algorithms Commonly Utilized in Game Development 2D Rendering and Effects The Camera and Camera Controls 3D Graphics Rendering Rendering a 3D Game World Animating Your Characters Building AI Opponents Machine Learning Algorithms for Game AI Continuing Your Learning Journey.

  • Zhenyu George Li (u. a.)

    Idioma: Inglés

    Publicado por Packt Publishing, 2025

    ISBN 10: 1835889867 ISBN 13: 9781835889862

    Librería: preigu, Osnabrück, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 99,45

    Envío por EUR 70,00
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    Taschenbuch. Condición: Neu. Practical C++ Game Programming with Data Structures and Algorithms | Write high-performance code and solve game development challenges with expert-led C++ solutions | Zhenyu George Li (u. a.) | Taschenbuch | Englisch | 2025 | Packt Publishing | EAN 9781835889862 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.