Introduction to Game Programming using Processing - Daniel Cermak-Sassenrath

Introduction to Game Programming using Processing

For Designers, Artists, Players, Non-Tech People and Everybody Else
Buch | Softcover
326 Seiten
2024
CRC Press (Verlag)
978-1-032-38613-3 (ISBN)
56,10 inkl. MwSt
This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.
This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers readers to do basic programming, prototyping, game creation, and other highly interactive applications, all from scratch and without any prior programming knowledge.

Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from this book’s webpage.

This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.

Daniel Cermak-Sassenrath is former Associate Professor at the IT University, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has taught university courses since 2002 and introductory courses to programming for design students since 2010.

1. The Process of Programming

2. Hello Game World!

3. Console Output and Comments

4. Variables and Data Types

5. Iteration with the while Loop

6. Conditionals (if, if/else, if/else if)

7. Relational Expressions (e.g. <, >) and Logical Operators (e.g. &&, ||)

8. Math and Arithmetic

9. Short Cuts

10. Type Conversions (Casting and Rounding)

11. Formatting Code

12. Iteration with the for Loop

13. Arrays

14. Functions

15. Movement

16. Basic Collision Detection

17. Drawing Modes and Drawing Lines

18. Polygons and Vertex Functions

19. Colour and Transparency

20. Text and Fonts, and Loading and Saving Data

21. Real Time

22. Images

23. The Processing IDE, Technical Documentation, Debugging and Common Errors

24. Programming Rules of Thumb

25. Classes and Objects

26. Event-Driven Programming and Game Controls

27. Hardware Speed Independence for Movement

28. Sprites, Frame-Based Animation and Timed Events

29. Tiling

30. Scrolling and Split-Screen Displays

31. Movement in Curves

32. Pixel-Perfect Collision Detection

33. Vectors

34. ArrayLists

35. Recursion

36. Basic Game AI and Enemy Behaviour

37. Programming Libraries, and Using an Audio Library

Erscheinungsdatum
Zusatzinfo 10 Tables, black and white; 23 Line drawings, color; 95 Line drawings, black and white; 112 Halftones, color; 42 Halftones, black and white; 135 Illustrations, color; 137 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-032-38613-4 / 1032386134
ISBN-13 978-1-032-38613-3 / 9781032386133
Zustand Neuware
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