Buch, Englisch, 348 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 821 g
For Designers, Artists, Players, Non-Tech People and Everybody Else
Buch, Englisch, 348 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 821 g
ISBN: 978-1-032-38622-5
Verlag: CRC Press
Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from the book’s webpage: dace.de/gameswithprocessing
This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.
Zielgruppe
Undergraduate Advanced and Undergraduate Core
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
1. The Process of Programming
2. Hello Game World!
3. Console Output and Comments
4. Variables and Data Types
5. Iteration with the while Loop
6. Conditionals (if, if/else, if/else if)
7. Relational Expressions (e.g. <, >) and Logical Operators (e.g. &&, )
8. Math and Arithmetic
9. Short Cuts
10. Type Conversions (Casting and Rounding)
11. Formatting Code
12. Iteration with the for Loop
13. Arrays
14. Functions
15. Movement
16. Basic Collision Detection
17. Drawing Modes and Drawing Lines
18. Polygons and Vertex Functions
19. Colour and Transparency
20. Text and Fonts, and Loading and Saving Data
21. Real Time
22. Images
23. The Processing IDE, Technical Documentation, Debugging and Common Errors
24. Programming Rules of Thumb
25. Classes and Objects
26. Event-Driven Programming and Game Controls
27. Hardware Speed Independence for Movement
28. Sprites, Frame-Based Animation and Timed Events
29. Tiling
30. Scrolling and Split-Screen Displays
31. Movement in Curves
32. Pixel-Perfect Collision Detection
33. Vectors
34. ArrayLists
35. Recursion
36. Basic Game AI and Enemy Behaviour
37. Programming Libraries, and Using an Audio Library