Jumat, 27 September 2013

[S461.Ebook] Ebook Free 2D Graphics Programming for Games, by John Pile Jr.

Ebook Free 2D Graphics Programming for Games, by John Pile Jr.

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2D Graphics Programming for Games, by John Pile Jr.

2D Graphics Programming for Games, by John Pile Jr.



2D Graphics Programming for Games, by John Pile Jr.

Ebook Free 2D Graphics Programming for Games, by John Pile Jr.

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2D Graphics Programming for Games, by John Pile Jr.

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 color 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.

  • Sales Rank: #1479867 in Books
  • Brand: Brand: A K Peters/CRC Press
  • Published on: 2013-05-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.30" h x .70" w x 7.50" l, 1.70 pounds
  • Binding: Hardcover
  • 240 pages
Features
  • Used Book in Good Condition

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.

Most helpful customer reviews

5 of 5 people found the following review helpful.
Excellent
By Me
This book does a great job of starting with easy and fun concepts, then ramping up the difficulty gradually throughout the book. It covers lots of cool techniques that industry professionals use in AAA games such as shaders, splines, and particle systems. The code samples are especially helpful in mastering the tools of the trade. The author doesn't just teach techniques specific to video games, but also shows how to replicate techniques that the film industry has been using for decades such as parallax. If you are just starting to code video games, or want a well rounded lesson in a variety of important techniques, then I would definitely recommend this book for you!

5 of 5 people found the following review helpful.
Nice overview
By Amazon Customer
This book presents a overview of the use of 2D graphics in XNA (C#) game programming. It begins with some basics on computer graphics, then covers sprites, animation, tile mapping, and 2D cameras. Then it goes on to a nice explanation of the various ways to simulate perspective with 2D graphics ("the 2.5D effect").
Next it covers fonts and menus, particles and special effects, and concludes with a chapter on the use of shaders (GPU programs) in 2D games and finally a chapter on achieving a polished look for your game.
It also contains the standard appendices on math that no one reads.

3 of 3 people found the following review helpful.
Great Text Book
By Jacob W. Anderson
I was excited when Professor Pile announced his book publication. After meeting him in person I see that his book is a reflection of his strong commitment to teaching newcomers and converts the craft of game programming and design. You will definitely find this text book useful both in your personal library and in a classroom. He touches on advanced topics in computing right from the start, something sorely lacking in many game programming books today. The book is well designed and uses examples that are relevant to today's 2D game development marketplace. You will definitely learn something from this book.

See all 8 customer reviews...

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