Download E-books Advanced 2D Game Development PDF

By Jonathan S. Harbour

Prepare to construct an entire, professional-quality 2nd video game engine from begin to end! "Advanced 2nd online game improvement" is your complete advisor to 2nd video game improvement utilizing DirectX within the C++ programming language. each one bankruptcy of the booklet covers one significant component to the sport engine, together with 2nd and 3D rendering, DirectInput, FMOD audio, video game math, multi-threading, Lua scripting, and extra, and the sport engine is equipped upon bankruptcy by means of bankruptcy. during the construction of the sport engine, you will study step-by-step the best way to write stable 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 recent thoughts being taught. excellent for online game programming scholars and execs alike, this booklet is your final consultant to impressive 2nd video game improvement.

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139 a hundred and forty one hundred forty 142 142 143 148 149 Contents bankruptcy 7 Entities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 construction an Entity supervisor. . The Entity type . . . . . . . . editing the Engine . . . editing the Sprite category trying out Sprites as Entities . editing the Mesh classification. trying out Meshes as Entities bankruptcy eight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 a hundred and fifty five 158 one hundred sixty five one hundred sixty five 168 168 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 176 176 178 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 186 192 204 Math . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Math category . . . . . . . . . . . . . . . Math type Header . . . . . . . Math type Implementation Math try . . . . . . . . . . . . . Linear speed . . . . . . . . . . attitude to focus on . . . . . . . . . Drop-Down Console . . . . . . . . Console category . . . . . . . . . . . Console attempt . . . . . . . . . . . bankruptcy eleven . . . . . . . Physics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 Collision Detection . . . . . . . . . . . . . . computerized Collision Detection . . . Bounding Rectangle Collision attempt Distance-Based Collision try . . . . bankruptcy 10 . . . . . . . Fonts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 making a Font. . . . . . . . . . . . Loading and Rendering a Font Font type . . . . . . . . . . . . . utilizing the recent Font type . . . . bankruptcy nine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 214 215 218 220 226 237 237 240 Threading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 Introducing the POSIX Threads Library. fitting POSIX Threads . . . . . . . . . utilizing POSIX Threads . . . . . . . . . . . Programming POSIX Threads . . . . . ThreadDemo software . . . . . . . . . . Threading the sport Engine . . . . . . . . Threaded rubbish assortment . . . . . trying out the Newly Threaded Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 245 246 248 251 262 262 264 ix x Contents bankruptcy 12 Scripting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Introducing Lua . . . . . . . . . . . . . . . operating Lua from the Command Lua and Cþþ . . . . . . . . . . . . . . . . . Lua Script classification . . . . . . . . . . . . . Linking with the Lua Library. . . . Script try out . . . . . . . . . . . . . . . . . bankruptcy thirteen ...... instructed ...... ...... ...... ...... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272 272 286 287 291 292 video games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 Scrolling instance Blocks video game . . . . Alien Invaders . . . Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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