I am totally happy with this text. Other students in the course purchased it through the school bookstore and they are missing an entire chapter. Arrived in good condition. Took a little longer than I had hoped, but given that everything including CD and all chapters were present... =) Cover 1 Acknowledgments 5 About the Author 7 About the Series Editor 8 Letter from the Series Editor for Software Engineering for Game Developers 10 Contents at a Glance 11 Contents 12 Introduction 35 Chapter 1 Getting into the Game 40 Chapter 2 Requirements—Getting the Picture 66 Chapter 3 A Tutorial: UML and Object-Oriented Programming 113 Chapter 4 Software Design—Much Ado About Something 158 Chapter 5 Old Is Good—The Library Approach 201 Chapter 6 Object-Oriented Fantasies and Realities 237 Chapter 7 P Is for Pattern 268 Chapter 8 Risk Analysis 304 Chapter 9 Iterating Design 338 Chapter 10 Control Freaks and Configuration Management 376 Chapter 11 Evident Evil—The Art of Testing 415 Chapter 12 Numbers for Nabobs 463 Chapter 13 What People Do—Development Strategies 507 Chapter 14 Practice, Practice,Practice 544 Chapter 15 Team Work 571 Chapter 16 Process Improvement 608 Chapter 17 Release Planning and Management 647 Chapter 18 Documentation—Learning How to Learn 688 Chapter 19 Philosophy of Software Engineering and Game Development 720 Appendix A Installation and Setup 759 Appendix B Working with Files 769 Appendix C Source Control 771 Appendix D Software Engineering and Game Design Documentation 778 Appendix E Resources 837 Index 846 Software Engineering for Game Developers is a unique guide-a toolbox for effectively building a computer game using practices that are fostered by software engineering. Examine each major phase of the software engineering lifecycle of an actual game and its developers and gather the tools you need to organize your programming into proper engineering patterns. This book documents a comprehensive development process that started from a set of requirements. This process guided the development team to consistently design and implement a game according to these requirements, staying within budget and delivering the game on time. The tools provided within this book are a valuable resource for software developers in any area-game software development professionals, game producers and designers, testers, writers, artists, and educators. Software engineering leads to better software products. This book teaches readers how to develop games according to a design and follow a standardized approach to game development. It provides a multitude of exercises that show just how software engineering practices can improve your game. All the basic categories of software engineering are covered. Programmers, designers, architects, generalists, software engineers, and game developers seeking knowledge about standard frameworks for games and their relative merits will find this text more than satisfying. Three frameworks (function, object-oriented, and patterned) are presented, contrasted, and fully described through design documents. Reference book about how a small team of developers can build a computer game using practices that are fostered by software engineering. It takes you through the major phases of the software engineering lifecycle and introduces you to the subjects named in the Software Engineering Body of Knowledge (SWEBOK).