Advanced 2D Game Development. için kapak resmi
Advanced 2D Game Development.
Başlık:
Advanced 2D Game Development.
Yazar:
Harbour, Jonathan S.
ISBN:
9781598636970
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (330 pages)
İçerik:
Contents -- Chapter 1 Building a 2D Game Engine -- Compiler Support -- DirectX SDK Support -- Why Do We Need an Engine? -- Creating the Engine Project -- Dev-C++ Project -- Visual C++ Project -- Engine Source Code -- Compiling the Engine Project -- Testing the Engine -- The TestEngine Source Code -- Dev-C++ Library Test Project -- Visual C++ Library Test Project -- Chapter 2 3D Rendering -- Rendering Basics -- Adding Rendering Support -- Adding Camera Support -- Adding Mesh Support -- Rendering Meshes -- Runtime Cubes -- Bouncing Balls -- Direct Lighting -- Directional Light -- Spot Light -- Point Light -- Creating Lights -- Chapter 3 2D Rendering -- Basic 2D Rendering -- Raising Happy Sprites -- Creating Vectors -- Testing Vector3 -- Creating a Reusable Sprite Class -- Rendering Sprites with Transparency -- Color Key Transparency -- Alpha Channel Transparency -- Chapter 4 Animation -- Animation Demo -- Sprite Rotation and Scaling -- Animation with Transforms -- Particles -- Chapter 5 Input -- Keyboard Input -- DirectInput Device -- Initializing the Keyboard -- Reading Key Presses -- Mouse Input -- Initializing the Mouse -- Reading the Mouse -- Engine Modifications -- Input Class -- Engine Changes -- Testing Keyboard and Mouse Input -- Chapter 6 Audio -- Designing an Audio System -- What Is FMOD? -- Using the FMOD SDK -- Audio Classes -- Sample Class -- Audio Class -- Adding FMOD to the Game Engine -- Audio Test -- Chapter 7 Entities -- Building an Entity Manager -- The Entity Class -- Modifying the Engine -- Modifying the Sprite Class -- Testing Sprites as Entities -- Modifying the Mesh Class -- Testing Meshes as Entities -- Chapter 8 Fonts -- Creating a Font -- Loading and Rendering a Font -- Font Class -- Using the New Font Class -- Chapter 9 Physics -- Collision Detection -- Automated Collision Detection -- Bounding Rectangle Collision Test.

Distance-Based Collision Test -- Chapter 10 Math -- Math Class -- Math Class Header -- Math Class Implementation -- Math Test -- Linear Velocity -- Angle to Target -- Drop-Down Console -- Console Class -- Console Test -- Chapter 11 Threading -- Introducing the POSIX Threads Library -- Installing POSIX Threads -- Using POSIX Threads -- Programming POSIX Threads -- ThreadDemo Program -- Threading the Game Engine -- Threaded Garbage Collection -- Testing the Newly Threaded Engine -- Chapter 12 Scripting -- Introducing Lua -- Running Lua from the Command Prompt -- Lua and C++ -- Lua Script Class -- Linking with the Lua Library -- Script Test -- Chapter 13 Games -- Scrolling Example -- Blocks Game -- Alien Invaders -- Epilogue -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X -- Z.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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