Fr. 110.00

2d Graphics Programming for Games

Inglese · Copertina rigida

Spedizione di solito entro 3 a 5 settimane

Descrizione

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Informationen zum Autor 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. Klappentext Full of practical tools and tricks, this color book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics, moves on to topics pertaining to motion and depth, and then describes advanced graphics. 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. Zusammenfassung 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. Inhaltsverzeichnis I Getting Started in 2D: Introduction. Basics of Computer Graphics. Sprites! II Motion and Depth: Animation. Camera and Tiling. The Illusion of Depth. User Interface. III Advanced Graphics: Particle Systems. GPU Programming. Polish, Polish, Polish! IV Appendices: Math Review: Geometry. Math Review: Vectors. Math Review: Trigonometry. Bibliography. Glossary. Index. ...

Dettagli sul prodotto

Autori jr. Pile, John Pile Jr., John PileJr.
Editore Taylor & Francis Ltd.
 
Lingue Inglese
Formato Copertina rigida
Pubblicazione 20.05.2013
 
EAN 9781466501898
ISBN 978-1-4665-0189-8
Pagine 240
Categorie Scienze naturali, medicina, informatica, tecnica > Informatica, EDP > Informatica

COMPUTERS / Programming / Games, 2d Graphics: Games Programming

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