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Introduction to Game Programming using Processing For Designers, Artists, Players, Non-Tech People and Everybody Else

Langue : Anglais

Auteur :

Couverture de l’ouvrage Introduction to Game Programming using Processing

This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.

Using the popular programming language Processing, it 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.

This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.

Foreword

0. Introduction

1. Hello game world!

2. The process of programming

3. Variables and data types

4. while loop (non-nested iteration)

5. if, if/else, if/else if conditionals, nested conditionals

6. Logical operators, Relational Expressions

7. Math and arithmetic

8. Type casting, rounding

9. Short cuts and formatting code

10. for loop

11. while vs. for, nested iteration

12. Magic Numbers

13. Randomness

14. Arrays

15. Functions, setup() and draw(), custom-made functions

16. Motion and collision detection

17. Polygons/line strips

18. Colour and transparency

19. Text, fonts

20. Loading and saving data

21. Arraylists/collections

22. Images

23. Reading technical documentation

24. Programming rules of thumb

25. Debugging, common errors, compiler messages

26. Classes and objects

27. Event-driven programming

28. Real time and game speed

29. The class interface

30. Manager classes

31. GUI programming

32. Recursion

33. Frame-based animation, sprites

34. Tiling

35. Scrolling, split-screen displays

36. Pixel-perfect collision detection

37. Basic game AI/enemy behaviour

38. Audio and sound

39. Libraries

40. Version control

41. Popular programming languages and scripting

42. Annotated bibliography

43. Glossary

44. Index

45. Bibliography

Undergraduate Advanced and Undergraduate Core

Daniel Cermak is Associate Professor at the ITU, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has been teaching University courses since 2002, and introductory courses to programming for design students since 2010.

Date de parution :

17.8x25.4 cm

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148,11 €

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Date de parution :

17.8x25.4 cm

À paraître, réservez-le dès maintenant

56,31 €

Ajouter au panier

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