Download Advanced 2D Game Development by Jonathan Harbour PDF

By Jonathan Harbour

Prepare to construct a whole, professional-quality second online game engine from begin to end! "Advanced second online game Development" is your finished consultant to second video game improvement utilizing DirectX within the C++ programming language. each one bankruptcy of the ebook covers one significant part of the sport engine, together with second and 3D rendering, DirectInput, FMOD audio, video game math, multi-threading, Lua scripting, and extra, and the sport engine is outfitted upon bankruptcy by way of chapter.

Through the construction of the sport engine, you’ll study step-by-step how one can write strong code for a number of compilers, including to the code as you're employed via each one bankruptcy. and each bankruptcy contains an instance video game that illustrates the hot recommendations being taught. excellent for video game programming scholars and execs alike, this booklet is your final advisor to impressive 2nd online game improvement.

Show description

Read or Download Advanced 2D Game Development PDF

Best game programming books

C++ Programming for the Absolute Beginner

While you're new to programming with C++ and are trying to find a great creation, this can be the ebook for you. built by means of computing device technology teachers, books within the "For absolutely the Beginner"? sequence educate the rules of programming via easy video game construction. you are going to gather the talents that you just desire for more effective C++ programming purposes and should find out how those abilities might be placed to exploit in real-world eventualities.

Mathematics for Game Developers

Arithmetic for online game builders is simply that—a math e-book designed in particular for the sport developer, no longer the mathematician. As a video game developer, you recognize that math is a primary a part of your programming arsenal. with the intention to software a video game that is going past the fundamentals, you want to first grasp ideas comparable to matrices and vectors.

Pro Java 6 3D Game Development: Java 3D, JOGL, JInput and JOAL APIs (Expert's Voice in Java)

This ebook seems to be on the preferred methods of utilizing Java SE 6 to jot down 3D video games on desktops: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by means of Java gaming professional, Andrew Davison, this ebook may be first Java video game ebook to industry that makes use of the hot Java (SE) 6 platform and its positive factors together with splash monitors, scripting, and the computer tray interface.

Translation and Localisation in Video Games: Making Entertainment Software Global

This publication is a multidisciplinary research of the interpretation and localisation of games. It deals a descriptive research of the – understood as an international phenomenon in leisure – and goals to provide an explanation for the norms governing current practices, in addition to online game localisation methods.

Additional resources for Advanced 2D Game Development

Sample text

So, what do we need to do to get started? Let’s begin by opening the Advanced2D project from the previous chapter, and then add to it. This project is the game engine, and you will write a client or test program that will consume the engine’s functionality in order to do something useful. That is the whole point of a game engine, after all—to simplify the front-end code, or rather, the code that you must write for each new game. A game engine separates the programmer from the platform-specific APIs and SDKs (such as Direct3D) as much as possible.

The code is the same regardless of whether you are using Dev-Cþþ or Visual Cþþ. The only problems you may experience (other than the usual typos that must be fixed) are linker errors related to the project configuration. This file describes the core structure of the game engine at this point. cpp file contains the source code for the Engine class. Note that the Engine class is embedded inside a namespace called Advanced2D. This was done to keep the Engine and its support classes and functions contained to prevent conflicts with other entities in the global namespace.

Not to worry—you will become familiar with it in future chapters. But our immediate goal is to get the core engine built and working in Creating the Engine Project order to delve into advanced rendering in the next chapter. That calls for a blitzkrieg of code. I apologize if the term invokes negative connotations from World War II, but it is a good term—we need to blitz through the basics and get the core engine built quickly, without stopping to regroup until the goal has been achieved. h The Timer class provides quick and easy timing facilities to your games, and to the core engine itself in the form of frame-rate estimation and reporting.

Download PDF sample

Rated 4.49 of 5 – based on 37 votes