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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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