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2D Graphics Programming for Games

Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
2D Graphics Programming for Games offers comprehensive guidance on creating engaging 2D graphics applicable across various platforms like iOS, Android, Xbox 360, and PlayStation Suite. Starting with fundamental concepts, it explores techniques such as cel animation, tiling, and layering, then advances to sophisticated methods involving particle systems, shaders, and splines. Practical code examples and challenges support hands-on learning, making it an essential resource for novices aiming to produce professional-quality game graphics.
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Format: Hardback
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for new programmers and developers keen to master 2D graphics programming for games. It's particularly suitable for those interested in both the technical and artistic aspects of game development, including hobbyists and professionals seeking to enhance collaboration between programmers and artists.

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Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.

2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film.

The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.

Full of practical tools and tricks, this colour book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

Book Details

INFORMATION

ISBN: 9781466501898

Publisher: Taylor & Francis Inc

Format: Hardback

Date Published: 20 May 2013

Country: United States

Imprint: A K Peters

Illustration: 1 Tables, black and white; 154 Illustrations, color; 154 Illustrations, black and white

Audience: Tertiary education

DIMENSIONS

Width: 235.0mm

Height: 191.0mm

Weight: 732g

Pages: 240

About the Author

John Pile, Jr. is an assistant professor of game programming at Champlain College, where he teaches courses in graphics programming, game physics, game networking, and iPhone game development. He has a decade of experience as a game programmer and indie game developer. He was a multiplatform engineer on the team that developed the 2009 BAFTA Scotland Game of the Year, Flock!, and the acclaimed repackaging of CAPCOM’s Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.

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