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Index
Cover Title Page Copyright Contents Preface Chapter 0 Games
Virtual Reality Game Genres
Strategy Sports Simulation Role Playing Action Adventure Other Genres
Common Aspects of Computer Games Platforms
Desktop Computers Tablets Game Consoles Portable Consoles Cellular Phones
Aspects of Interesting Games
Venue Conflict Graphics and Sound Props Interface Pace/Scale Fidelity/Accuracy
Exercises Resources References
Chapter 1 Introduction to How Games Work
Video Game Architecture
The Graphics System
Object Level Geometric Level Rasterization Comments on Optimization
The Audio System
Game Design
Mechanics
Playing the Game by the Rules
Most of a Computer Game Is Hidden The Artificial Intelligence Game State Global State Push/Pull (client server) Managers Broadcast-listener Shared and Global Entities
Pong The Game Design Document
C2H6O Jet Boat Race C2H6O Jet Boat Race Design Document
Exercises References
Chapter 2 Graphics and Images
Pygame Essentials Simple Static Drawing
Pixel Level Graphics
Example: Create a Page of Note Paper Example: Creating a Color Gradient
Lines and Curves
Example: Note Paper Again
Polygons Blitting Drawing Text Transparent Colors Images Pixels
Example: Negative Image
Image Transformations
Rotation
Pixels and Color The C2H6O Jet Boat Race Game Exercises Resources References
Chapter 3 The Game Loop
Time and Intervals
The pygame.time Module
Game Loop: Bouncing a Simulated Ball
Events
The Mouse The Keyboard An On-Screen Button A Simple Game A Better Game
Randomness in Games
Randomness Generally
Randomness in Games: Dice, Cards
Probability for Beginners Probability Calculations
Generating Random Values
Pseudorandom Numbers
Simulating Reality and Intelligence Exercises Resources References
Chapter 4 Game AI: Collisions
Collision Detection
Polygonal Objects
An Example
Broad Phase Collision Detection
“Operational” Methods Geometric Tests Using Enclosing Circles
Sphere vs. Plane Collision (Circle – Line) Circle-Circle Collisions
Finding the Closest Point on a Line to a Specified Point
Using Bounding Boxes
Object Oriented Bounding Boxes
Space Subdivision
Narrow Phase Collision Detection
Ray/Triangle Intersection
Collision Detection in the Boat Race
Ray Casting
Exercises References
Chapter 5 Navigation and Control
Basic Autonomous Control
How to Control a Car
Cruising Behavior Avoidance Behavior Waypoint Representation and Implementation
Finite State Machines
FSA in Practice State and the “What Do We Do Now” Problem Other Useful States
Pathfinding A* Search Stochastic Navigation Exercises Resources References
Chapter 6 Sound
Basic Audio Concepts Introduction to Sound in Pygame
Sound Options
Sound Volume Channels
Creating Your Own Sounds
Recording Using Cell Phones and MP3 Devices A Small Studio Audio Software
Positional Audio Example: Distance Attenuation Example: 2D Positional Sound
Exercises Resources References
Chapter 7 C2H6O Jet Boat Race
Implementing the Game: Prototypes
Prototype 0 Prototype 1
Screens Buttons Start Screen Options Screen Play Screen End Screen
Prototype 2 The Play Screen User Control The Boat Class Artificial Intelligence
Collisions Navigation Waypoints Avoiding a Boat Colliding with the Shore
Sound
Engine Sounds Collisions and Explosions Starting Gun Finish
Testing Summary Exercises Resources
Sound Effects Sound Editing Graphics Editing
References
Chapter 8 Animation
Creating Elementary Animations Animation Math
Motion Equations
Reactive Animations
Using Real Images
Ambient Animations Character Animation Cut Scenes Animations in the Boat Race Game Wakes Summary Exercises Resources References
Chapter 9 C2H6O − Final Steps
Animations
Wakes Explosions
Determining a Boat Collision
Sounds
Engine Sounds Starting Gun Finish Bing Audience
Gameplay
Completing the Race Start
Timer
Intermediate Goals Finish
Mini-Map
Game Data
Tuning Exercises Resources References
Chapter 10 Networking
The Game: Python Pong
The Paddle Class The Ball Class Communication between Processes
Example: Moving a Ball on the Screen
Network Pong
The Client The Server Blocking and Non-Blocking Messages The Pong Client The Pong Server Playing the Game
Resources References
Chapter 11 Card Games
Whist
Basic Design
The Table The Deck Card Implementation Deck Implementation
First Playable The Rules Opening Play Second Playable
The Play Packet
The Computer Player—NPC Play
Audio
Summary Exercises References Resources
Sound Effects
Graphics
Chapter 12 Platformers: Methods for Building a Side-Scrolling Game
Mechanic 1—Jumping Mechanic 2—Capturing and Colliding
Barriers Omnidirectional Pickup Platforms
Mechanic 3—Active NPCs Mechanic 4—Scrolling Object Management The Game Exercises Resources References
Appendix A: A* in Python Appendix B: C2H6O Jet Boat Race Game Design Document Appendix C: The NPC (Boat) Class for the Example Game Index
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