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Titlebook: C++ Game Development Primer; Bruce Sutherland Book 2014 Bruce Sutherland 2014

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樓主: HEM
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發(fā)表于 2025-3-23 11:55:31 | 只看該作者
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978-1-4842-0815-1Bruce Sutherland 2014
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發(fā)表于 2025-3-24 02:22:17 | 只看該作者
Useful Design Patterns for Game Development,are developing games. Just as STL data structures are reusable collections that can be used when needed to solve specific problems, design patterns can be utilized to solve logical problems in your code.
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發(fā)表于 2025-3-24 11:50:57 | 只看該作者
Trupti Ranjan Lenka,Samar K. Saha,Lan Fuare developing games. Just as STL data structures are reusable collections that can be used when needed to solve specific problems, design patterns can be utilized to solve logical problems in your code.
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發(fā)表于 2025-3-24 18:47:49 | 只看該作者
Micromachining Using Pulsed Water Droplets,e compiled out of other platforms. You will more than likely also have to find alternative implementations for each of the platforms you will be working on. Classic examples of such code can usually be found in interactions between your game and online login and microtransaction solutions such as Ga
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發(fā)表于 2025-3-25 01:46:47 | 只看該作者
Trupti Ranjan Lenka,Samar K. Saha,Lan FuSaving and loading game progress is a standard feature of all but the most basic games today. This means that you will need to know how to handle the loading and saving of game objects. This chapter covers one possible strategy for writing out the data you will need to be able to reinstate a player’s game.
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