2D Graphics Programming for Games - John Pile Jr
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Présentation 2d Graphics Programming For Games de John Pile Jr Format Relié
- Livre Encyclopédies, Dictionnaires
Résumé :
This title explains how to use popular platform-independent graphics techniques for creating 2D web and mobile games. It explores essential techniques needed to develop games on all platforms, including Flash, iPhone/iPad, and Xbox 360.
Biographie: John Pile, Jr. is an assistant professor of game programming at Champlain College, where he teaches courses in graphics programming, game physics, game networking, and iPhone game development. He has a decade of experience as a game programmer and indie game developer. He was a multiplatform engineer on the team that developed the 2009 BAFTA Scotland Game of the Year, Flock!, and the acclaimed repackaging of CAPCOM's Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.
Sommaire:
I Getting Started in 2D Introduction About This Book Why C# and XNA? Game Development 101 Game Developer Platforms Book Organization Basics of Computer Graphics Bits and Bytes Display Double Buffering Graphic File Formats Sprites! What Is a Sprite? Layering with Depth The Sprite Sheet and the GPU Scaling Sprites II Motion and Depth Animation Historical Animation Cel Animation A Few Principles of Animation Animation Cycles Camera and Tiling A Simple Camera Simple Camera Zoom Tiling Isometric Tiled Graphics The Illusion of Depth A Historical Perspective on Perspective Layering The Six Principles of Depth The 6 Principles in Code Traditional Perspective Summary User Interface UI Types Fonts Localization Safe Frames Menus III Advanced Graphics Particle Systems What's a Particle? Creating Effects Blending Types Types of Effects An Effects System Optimization GPU Programming Pixel Modification Full Screen Pixel Modifications What Is a Shader Shader Languages Pixel Shader Examples Polish, Polish, Polish! Transitions Sinusoidal Movement Splines Working with Your Artist A Conclusion IV Appendices Math Review: Geometry Geometry Primer Math Review: Vectors Vectors and Notation Vector Comparison Length, Addition, and Subtraction Unit Vectors and Normalizing a Vector Standard Unit Vectors and Polar Representation Math Review: Trigonometry Triangle Trig Unit-Circle Trig Trig as a Collection of Periodic Functions Translations and Transforms of Trig Functions Circles and Ellipses The Tangent Function Bibliography Glossary Index Exercises appear at the end of each chapter.
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