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Index
Acknowledgments Introduction Chapter 1  Introduction to How Games Work
In This Chapter Aspects of Interesting Games
Venue Conflict
Mechanics Graphics and Sound Props Interface
Pace/Scale Fidelity/Accuracy
Game Architecture
Presenting the Virtual Universe The Audio System Playing the Game by the Rules Game State
Making a Game Function on a Computer
An Example - Hockey Pong The Game Loop Front-End/Back-End
A Sample Game Design Document Hockey Pong: High Concept
High Concept Features Player Motivation Genre Target Customer Competition Unique Selling Points Target Hardware Design Goals Story Objects/Characters Puck Paddles Timer Face-Off
Summary Exercises Resources Bibliography
Chapter 2  Graphics and Images in Processing
In This Chapter Review of Basic Processing The PImage Type
Image Files Graphics Interchange Format (GIF) Joint Photographic Experts Group (JPEG) Tagged Image File Format (TIFF) Portable Network Graphics (PNG) Comparisons Pixels and Color Getting and Setting Color Values
Drawing Shapes
Lines and Color Hockey Pong Text and Fonts
Internals of the Type PImage
Image Size Accessing Pixels
The PGraphics Type
Rendering to a PImage
Summary Exercises Resources Bibliography
Chapter 3  Sound
In This Chapter Basic Audio Concepts Introduction to Minim
Declaring and Initializing Minim Using Minim Playing Sounds Snippet Sample File Display of Synthesized Sounds Monitoring Input Recording Sounds to a File Minim and Java Sound Support
A Processing Game Audio System
Positional Audio Example: Distance Attenuation Example: 2D Positional Sound
The simpleAudio Class
Using simpleAudio
Exercises Resources Bibliography
Chapter 4  Hockey Pong: A 2D Game
In This Chapter Implementing the Game Using Prototypes
Prototype 0 Prototype 1 Screens Buttons Start Screen Options Screen Play Screen End Screen Prototype 2 User Control Sound Ambience Artificial Intelligence Prototype 3 A Timer Class Game State 0: Start the Game Game State 1: Start a Period Game State 2: Face-Off Game State 3: Play Game State 4: End Period Game State 5: End Game The Scoreboard
Testing Hockey Pong Game Design Document Version history
Table of Contents Game Overview Game Concept Genre Target Audience Game Flow Look and Feel Project Scope Locations Levels Non-player Characters Gameplay and Mechanics Gameplay Objectives Mechanics General Movement Other Movement Picking up Objects Moving Objects Screen Flow Main Menu Screen Options Screen Play Screen Exit Screen Option 1: Two Player/One Player Option 2: Music On/Off Option 3: Home Team Selection Replaying and Saving Cheats and Easter Eggs Story, Setting and Character Game World General look and feel of world Characters Levels Interface Control System Audio Music Sound Effects Help System Artificial Intelligence Opponent AI and Collision Detection Technical Target Hardware Development Hardware and Software Development Procedures and Standards Game Engine Network Scripting Language Game Art Concept Art Style Guides Characters Environments Props (Tools, Equipment) Cut scenes Miscellaneous Development Software Editor, Installer, etc. Management Schedule (From start of project) Budget Localization, Risk, Special Considerations Test Plan Appendices Asset List Model and Texture List Interface Art List Sound Interface Sounds Music Voice
Summary Exercises
Resources Sound Effects Sound Editing Graphics Editing Chapter 5  Graphics in Three Dimensions
In This Chapter
Using Polygons to Build Objects Storing and Drawing Polygons
Introduction to OpenGL Graphics in Processing
Triangles Viewing Projecting the Image of a Scene onto a Plane Perspective Projection in Processing Viewpoint
A Prism
Geometry: Translation Geometry: Scaling Geometry: Rotation
Colors, Shading, and Textures
Texturing Theory
Object Models
PShape
Summary Exercises Resources Bibliography
Chapter 6  Game AI: Collisions
In This Chapter Collision Detection
One-Dimensional Collisions Two-Dimensional Collisions Broad Phase Collision Detection Operational Methods Geometric Tests Using Enclosing Spheres Using Bounding Boxes Space Subdivision Narrow Phase Collision Detection Ray/Triangle Intersection
Collision Detection Packages
Vclip ColDet I-Collide Swift Rapid
Summary Exercises Resources Bibliography
Chapter 7  Navigation and Control
In This Chapter 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 Start Air Damaged Attacking Defending Searching Patrolling Skidding Stopping
Pathfinding
A Search
Stochastic Navigation Summary Exercises Resources Bibliography
Chapter 8  A 3D Game Example
In This Chapter SMV Rainbow
Screens Game Environment
Three Dimensional Assets
Cargo Containers A Cargo Vessel The Bridge Heads-up Map Display Radiation Sensor The Indicators Controlling the Submarine Illumination Sound
3D versus 2D Rendering
3D versus 2D Screens: Popups
Summary Exercises Resources Bibliography
Chapter 9  The Web and HTML5 Games
In This Chapter How the Web Works
HTML and HTML5 JavaScript HTML5
Processing.js
Making a Processing.js Program Work
Hockey Pong
Integers in JavaScript Preloading Sound in Processing.js Fonts
More JavaScript Processing.js Development Tips Summary Exercises Resources
Tutorials HTML HTML5 JavaScript Minim JavaScript Emulation Downloads
Bibliography
Chapter 10  Animation
In This Chapter Creating Elementary Animations Animation Math
Motion Equations
Reactive Animations
Using Real Images
Ambient Animations Character Animation Cut Scenes Summary Exercises Resources Bibliography
Chapter 11  Android Handheld Devices
In This Chapter How Cell Phones Work
Android
Targeting Android from Processing
Getting Set Up Getting Through the Installation Issues Common Problem #1 Common Problem #2 Common Problem #3 Common Problem #4 Your First Android Program
An Android Puzzle: Touch Events Playing a Game on a Real Device
Exporting an Android Game
Sound in Android
Installing APWidgets Using the APMediaPlayer
Summary Exercises Resources Bibliography
About the CD-ROM Appendix A: Mathematics Tutorial for Game Development Appendix B: A Processing Primer Index
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