Curriculum Design and Instruction To Teach
Game Programming: Cross-Platform Game
Programming With the Allegro Game Library:
Getting Started With the Allegro Game Library:
Author: Charles Hayes:
Game programming, is a subset of game
development, is the programming of
computer, console or arcade games.
Though often engaged in by professional
game programmers, many novices may program
games as a hobby. Most software engineering
students program games as exercises for
learning a programming language or operating
system:
Allegro is a free software/open source software
library for video game development, with functions
for basic 2D graphics, image manipulation, text
output, audio output, midi music, input and timers,
as well as additional routines for things like
fixed-point and floating-point matrix arithmetic,
unicode strings, file system access, file
manipulation, data files, and
(limited, software-only) 3D graphics.
As of version 4.0, programs that use the
library work on DOS, Microsoft Windows,
BeOS, Mac OS X, and various Unix-like
systems with (or without) X Window System,
abstracting their application programming
interfaces (APIs) into one portable interface.
The library is written in the C programming
language and designed to be used with C or C++.
It comes with extensive documentation and many
examples.
Special Features Include:
Phases For Conducting A Needs Assessment:
Curriculum Design Supplement:
Curriculum Design Plan:
Lesson Plans:
Test:
Instructional Goals:
Instructional Objectives:
Instructional Activities:
Instructional Evaluation Techniques:
Standard Vocabulary:
A Limited Glimpse:
Topics Include:
* Cross-Platform Game Programming With
The Allegro Game Library:
@ Getting Started With the Allegro
Game Library:
A. Introduction:
B. Allegro's Versatility Explained:
C. Configuring Your Favorite C++ Compiler:
1. Overview of the Compiler Configurations:
2. Windows Platform:
3. Linux Platform:
4. Mac Platform:
D. Taking Allegro for a Spin:
1. Introduction Some of Allegro's Features:
2. Running the Getinfo Program:
3. Adding to the Getinfo Program:
E. Summary:
* STATE OF THE ART CURRICULUM DESIGN:
* NEW:
* BIBLIOGRAPHICAL REFERENCES & INDEX:
* ASCII TABLE:
* NUMBERING SYSTEMS: BINARY, DECIMAL, AND
HEXADECIMAL:
* RECOMMENDED BOOKS AND WEBSITES
* DIAGRAMS:
* ILLUSTRATIONS:
* PHOTOS:
* PAPERBACK:
* TRANSPARENT FRONT PAGE:
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