1st Edition

Event-Database Architecture for Computer Games Two Volume Set

600 Pages 99 B/W Illustrations
by CRC Press

600 Pages 99 B/W Illustrations
by CRC Press

Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two... Read more

Vol I: ABOUT THE AUTHOR

INTRODUCTION

CHAPTER 1 – THE PROBLEM

CHAPTER 2 – THE SOLUTION

CHAPTER 3 – THE SOFTWARE ARCHITECTURE

CHAPTER 4 – THE SOFTWARE PRODUCTION PROCESS

CHAPTER 5 – LIMITATIONS OR CRITERIA FOR USE

CHAPTER 6 – GLOSSARY

INDEX

Vol II: About the Author

INTRODUCTION

CHAPTER 1 – LPMUD SOFTWARE PRODUCTION PROCESS

CHAPTER 2 – CONSISTENT DATA DESIGN

CHAPTER 3 – OPTIMIZING THE RESULTS

CHAPTER 4 – THE NATURE OF THE BEAST

CHAPTER 5 – CAUSE AND EFFECT

CHAPTER 6 – GLOSSARY

INDEX

Biography

Rodney Quaye is a Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Travellers Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters, Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Travellers Tales, Everywhere.