Introduction to Game Programming using Processing For Designers, Artists, Players, Non-Tech People and Everybody Else
Auteur : Cermak-Sassenrath Daniel
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
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 : 06-2024
17.8x25.4 cm
Date de parution : 06-2024
17.8x25.4 cm