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E-raamat: 2D Graphics Programming for Games

  • Formaat: 240 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781466501904
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  • Formaat: 240 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781466501904
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There are many books on programming two-dimensional games, admits game developer and educator Pile, Jr (Champlain College, Vermont), but he finds that none of them go into the detail that is required to produce professional looking games. Much of the information he provides is common knowledge among game programmers, he says, but they learned it over many years of trail-and-error that he can help newcomers skip. His topics include basics of computer graphics, animation, camera and tiling, user interface, and particle systems. He appends reviews of geometry, vectors, and trigonometry. Annotation ©2013 Book News, Inc., Portland, OR (booknews.com)

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.

2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film.

The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.

Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

Preface xi
Acknowledgments xiii
About the Author xv
I Getting Started in 2D
1(54)
1 Introduction
3(12)
1.1 About This Book
3(2)
1.2 Why C# and XNA?
5(3)
1.3 Game Development 101
8(1)
1.4 Game Developer Platforms
9(3)
1.5 Book Organization
12(3)
2 Basics of Computer Graphics
15(22)
2.1 Bits and Bytes
15(9)
2.2 Display
24(6)
2.3 Double Buffering
30(1)
2.4 Graphic File Formats
31(6)
Exercises
33(4)
3 Sprites!
37(18)
3.1 What Is a Sprite?
37(8)
3.2 Layering with Depth
45(2)
3.3 The Sprite Sheet and the GPU
47(2)
3.4 Scaling Sprites
49(6)
Exercises
52(3)
II Motion and Depth
55(76)
4 Animation
57(16)
4.1 Historical Animation
57(2)
4.2 Cel Animation
59(3)
4.3 A Few Principles of Animation
62(7)
4.4 Animation Cycles
69(4)
Exercises
70(3)
5 Camera and Tiling
73(20)
5.1 A Simple Camera
73(6)
5.2 Simple Camera Zoom
79(1)
5.3 Tiling
80(9)
5.4 Isometric Tiled Graphics
89(4)
Exercises: Challenges
91(2)
6 The Illusion of Depth
93(30)
6.1 A Historical Perspective on Perspective
93(2)
6.2 Layering
95(2)
6.3 The Six Principles of Depth
97(8)
6.4 The Six Principles in Code
105(11)
6.5 Traditional Perspective
116(4)
6.6 Summary
120(3)
Exercises: Challenges
121(2)
7 User Interface
123(8)
7.1 UI Types
123(1)
7.2 Fonts
124(2)
7.3 Localization
126(2)
7.4 Safe Frames
128(1)
7.5 Menus
129(2)
Exercises: Challenges
130(1)
III Advanced Graphics
131(68)
8 Particle Systems
133(36)
8.1 What Is a Particle?
134(7)
8.2 Creating Effects
141(5)
8.3 Blending Types
146(3)
8.4 Types of Effects
149(13)
8.5 An Effect System
162(2)
8.6 Optimization
164(5)
Exercises: Challenges
166(3)
9 GPU Programming
169(18)
9.1 Pixel Modification
169(5)
9.2 Full-Screen Pixel Modifications
174(4)
9.3 What Is a Shader?
178(1)
9.4 Shader Languages
178(4)
9.5 Pixel Shader Examples
182(5)
Exercises: Challenges
186(1)
10 Polish, Polish, Polish!
187(12)
10.1 Transitions
188(5)
10.2 Sinusoidal Movement
193(2)
10.3 Splines
195(2)
10.4 Working with Your Artist
197(1)
10.5 Conclusion
197(2)
Exercises: Challenges
198(1)
IV Appendices
199(18)
A Math Review: Geometry
201(2)
A.1 Cartesian Mathematics
201(1)
A.2 Line
201(1)
A.3 Circle
201(1)
A.4 Pythagorean Theorem
202(1)
A.5 Distance
202(1)
A.6 Distance Squared
202(1)
B Math Review: Vectors
203(8)
B.1 Vectors and Notation
203(1)
B.2 Vector Comparison
204(2)
B.3 Length, Addition, and Subtraction
206(1)
B.4 Unit Vectors and Normalizing a Vector
207(1)
B.5 Vector Properties
207(1)
B.6 Standard Unit Vectors and Polar Representation
208(3)
C Math Review: Trigonometry
211(6)
C.1 Triangle Trigonometry
211(1)
C.2 Unit-Circle Trigonometry
212(1)
C.3 Trigonometry as a Collection of Periodic Functions
213(1)
C.4 The Tangent Function
214(1)
C.5 Translations and Transforms of Trigonometric Functions
215(1)
C.6 Circles and Ellipses
216(1)
Bibliography 217(2)
Glossary 219(4)
Index 223
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 CAPCOMs Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.