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2D graphics programming for games

جلد کتاب 2D graphics programming for games

معرفی کتاب «2D graphics programming for games» نوشتهٔ Mark E. Bouton و John Pile Jr.، منتشرشده توسط نشر A K Peters / CRC Press در سال 2013. این کتاب در 5 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.

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. Front Cover 1 Dedication 6 Contents 8 Preface 12 Acknowledgments 14 About the Author 16 Part I Getting Started in 2D 18 Chapter 1 Introduction 20 Chapter 2 Basics of Computer Graphics 32 Chapter 3 Sprites! 54 Part II Motion and Depth 72 Chapter 4 Animation 74 Chapter 5 Camera and Tiling 90 Chapter 6 The Illusion of Depth 110 Chapter 7 User Interface 140 Part III Advanced Graphics 148 Chapter 8 Particle Systems 150 Chapter 9 GPU Programming 186 Chapter 10 Polish, Polish, Polish! 204 Part IV Appendices 216 Appendix A Math Review: Geometry 218 Appendix B Math Review: Vectors 220 Appendix C Math Review: Trigonometry 228 Bibliography 234 Glossary 236 Back Cover 240
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