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World of Warcraft Programming: A Guide and Reference for Creating WoW Addons by James Whitehead II |
Written by practicing Lua game developers, the book teaches how to use Lua for commercial game development. It begins with a brief history of Lua and explains how to incorporate Lua into a C++ project. It details the key features and advantages of Lua and then takes you through the development of a "rapid prototype" game called Take Away. This game provides the context with which to explore the foundational C++ approaches and the Lua scripting approaches to saving and loading game data, building a modular and flexible GUI system, managing a games real-time events through Lua scripts, and using Lua to define and control game AI. There are also several smaller games along with a full technology base, so even non-programmers can look under the hood to see what makes a game tick.
If youre looking for an efficient, affordable, and easy-to-learn language for your games, Lua is the right choice and this book will teach you how to use it effectively.
KEY FEATURES: * Teaches the ins-and-outs of game development with Lua * Explains how to link the Lua API into your C++ application so you can create your own LuaGlue functions that allow Lua to extend your C++ functionality. * Provides the fi rst book dedicated to teaching game programming with Lua * Enables new developers to rapidly prototype ideas, interfaces, and ideas without deep programming knowledge * Includes a CD-ROM with all the source code from the book and all the tools needed to create your own Lua games On the CD! * The Lua console, the Lua manual, and the source code for Lua 5.0 * Lua scripts and executable programs used within each chapter * Microsoft® DirectX® SDK DX9.0c plus the latest runtime distributable package * Figures from the book organized by chapter * Documents for the Take Away design and a Lua scripting style guide * License documents for both Lua and Ogg Vorbis * The OggVorbis music system source code * Complete version of Take Away, the game developed throughout the book * Shareware version of the Zeus program editor used for editing Lua scripts
SYSTEM REQUIREMENTS P450 or better processor, Windows 2000/XP, 32MB of RAM. For the demos: DirectX 9 (included on CDROM), DX-compatible 3D video accelerator. DirectX SDK requires: Microsoft Windows® 98, Windows Millennium Edition (Windows Me), or Windows 2000, Windows Server 2003, Windows XP, ~65 megabytes (MB) of available space for installation. Lua runs on most any system that can compile standard C code. Ogg Vorbis requires: Microsoft Windows 95, 98, Me, NT, 2000 or XP, a soundcard. Processor: Pentium 200 mhz or more, 32 MB of RAM. Zeus requires: Microsoft Windows 95, 98, Me, NT, 2000 or XP, 4 MB RAM, and 4.5 MB available disk space.
About the Author
Paul Schuytema (Monmouth, IL) has been a professional game developer for over ten years and has spoken at the past ten GDC conferences. He has produced and designed over twenty games and written more than 200 professional articles and authored or co-authored over a dozen books. He teaches college-level creative writing and journalism, and he received the Governors 2002 Entrepreneurial Success Award in Illinois. He was also the primary scriptor for Magic Lantern. Mark Manyen (Monmouth, IL) was most recently the technical director for Magic Lantern where he directed the technology on more than 25 games. He incorporated Lua into Magic Lanterns J5 technology suite and created all "Lua Glue" hooks into the J5 codebase.
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