2D Graphics Programming for Games
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2D Graphics Programming for Games
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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 CAPCOMโs Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.
Also by John Pile Jr.
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