Loki Software, John R. Hall, Loki Software Inc's Programming Linux Games PDF

By Loki Software, John R. Hall, Loki Software Inc

ISBN-10: 1886411492

ISBN-13: 9781886411494

Programming Linux Games discusses vital multimedia toolkits (including a really thorough dialogue of the easy DirectMedia Layer) and teaches the fundamentals of Linux online game programming. Readers know about the kingdom of the Linux gaming international, and the way to put in writing and distribute Linux video games to the Linux gaming community.

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Programming Linux video games discusses vital multimedia toolkits (including a truly thorough dialogue of the straightforward DirectMedia Layer) and teaches the fundamentals of Linux online game programming. Readers find out about the nation of the Linux gaming global, and the way to put in writing and distribute Linux video games to the Linux gaming group.

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Buggy Counter is now 10 Yikes! That shouldn’t have happened—we’ll use gdb to figure out what’s going on. 18 Copyright 1998 Free Software Foundation, Inc. } gdb is now ready to accept commands. c, line 6. c:6 6 for (i = 0; i < 10; i++); The b command (short for breakpoint) sets a breakpoint at the specified function name. We also could have specified a line number or an actual memory address. c. The r command starts the program’s execution. Since we have set a breakpoint on the function main, gdb immediately suspends the program and prints the current line (which happens to be the for loop with the error).

Anyone who has had to debug a full-screen OpenGL game can attest to the importance of remote debugging. gdb supports two types of remote debugging. It provides support for debugging over a serial connection, which is useful for kernel debugging but probably overkill for game development. Serial debugging is important when one cannot count on the stability of the operating system itself (and therefore the stability of the debugger). gdb also has the ability to attach to programs that are already running.

A good MUD can provide a truly interesting experience. ” A Quick Look Under the Hood Most games have a lot in common behind the scenes. The engine, or main code, of a “typical” game (if there is such a thing) can be logically divided into several subsystems: the input subsystem, the display subsystem, the audio subsystem, the networking subsystem, the update subsystem, and the main loop. These subsystems are rarely labelled as such, but you are likely to find all of these components in any given game engine.

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Programming Linux Games by Loki Software, John R. Hall, Loki Software Inc

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