001437396 000__ 04556cam\a2200553\i\4500 001437396 001__ 1437396 001437396 003__ OCoLC 001437396 005__ 20230309004146.0 001437396 006__ m\\\\\o\\d\\\\\\\\ 001437396 007__ cr\un\nnnunnun 001437396 008__ 210616s2021\\\\caua\\\\o\\\\\001\0\eng\d 001437396 019__ $$a1257078665$$a1262380680 001437396 020__ $$a9781484270394$$q(electronic bk.) 001437396 020__ $$a1484270398$$q(electronic bk.) 001437396 020__ $$z9781484270387 001437396 020__ $$z148427038X 001437396 0247_ $$a10.1007/978-1-4842-7039-4$$2doi 001437396 035__ $$aSP(OCoLC)1256627795 001437396 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dGW5XE$$dEBLCP$$dOCLCO$$dOCLCF$$dN$T$$dUKAHL$$dOCLCQ$$dCOM$$dOCLCO$$dOCLCQ 001437396 049__ $$aISEA 001437396 050_4 $$aQA76.76.C672$$bB78 2021 001437396 08204 $$a794.8/15$$223 001437396 1001_ $$aBrusca, Victor G.,$$eauthor. 001437396 24510 $$aIntroduction to video game engine development :$$blearn to design, implement, and use a cross-platform 2D game engine /$$cVictor G Brusca. 001437396 264_1 $$a[Berkeley] :$$bApress,$$c[2021] 001437396 264_4 $$c©2021 001437396 300__ $$a1 online resource :$$billustrations 001437396 336__ $$atext$$btxt$$2rdacontent 001437396 337__ $$acomputer$$bc$$2rdamedia 001437396 338__ $$aonline resource$$bcr$$2rdacarrier 001437396 500__ $$aIncludes index. 001437396 5050_ $$aChapter 1: MmgBase API Introduction -- Chapter 2: Base Classes -- Chapter 3: Helper Classes -- Chapter 4: Other Classes -- Chapter 5: Advanced Classes -- Chapter 6: Widget Classes -- Chapter 7: Animation Classes -- Chapter 8: Game Screen Classes -- Chapter 9: MmgCore API Introduction -- Chapter 10: Static Main Entry Point -- Chapter 11: Dynamic Settings -- Chapter 12: Event Handlers -- Chapter 13: Resource Loading -- Chapter 14: Game Screens -- Chapter 15: Game Build Introduction -- Chapter 16: PongClone Project Setup -- Chapter 17: PongClone Main Menu Screen -- Chapter 18: PongClone Game Screen -- Chapter 19: Conclusion. 001437396 506__ $$aAccess limited to authorized users. 001437396 520__ $$aStart your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you'll cover the design and implementation of a 2D game engine in detail. Each class will be reviewed with demonstration code. You'll gain experience using the engine by building a game from the ground up. Introduction to Video Game Engine Development reviews the design and implementation of a 2D game engine in three parts. Part 1 covers the low-level API class by class. You'll see how to abstract lower-level functionality and design a set of classes that interact seamlessly with each other. You'll learn how to draw objects, play sounds, render text, and more. In Part 2, you'll review the mid-level API that is responsible for drawing the game, loading resources, and managing user input. Lastly, in Part 3, you'll build a game from the ground up following a step-by-step process using the 2D game engine you just reviewed. On completing this book, you'll have a solid foundation in video game engine design and implementation. You'll also get exposure to building games from scratch, creating the solid foundation you'll need to work with more advanced game engines, and industry tools, that require learning complex software, APIs, and IDEs. You will: Gain experience with lower-level game engine APIs and abstracting framework functionality Write application-level APIs: launching the game, loading resources, settings, processing input, and more Discover cross-platform APIs in the game engine projects written in both Java and C#/MonoGame Develop games with an SDK-based game engine and simplified tool chain focused on direct control of the game through code Master creating games by using the game engine to build a game from the ground up with only code and an IDE. 001437396 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed June 22, 2021). 001437396 650_0 $$aComputer games$$xProgramming. 001437396 650_0 $$aComputer games$$xDesign. 001437396 650_0 $$aJava (Computer program language) 001437396 650_6 $$aJeux d'ordinateur$$xProgrammation. 001437396 650_6 $$aJeux d'ordinateur$$xConception. 001437396 650_6 $$aJava (Langage de programmation) 001437396 655_0 $$aElectronic books. 001437396 77608 $$iPrint version:$$z148427038X$$z9781484270387$$w(OCoLC)1240493482 001437396 852__ $$bebk 001437396 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-7039-4$$zOnline Access$$91397441.1 001437396 909CO $$ooai:library.usi.edu:1437396$$pGLOBAL_SET 001437396 980__ $$aBIB 001437396 980__ $$aEBOOK 001437396 982__ $$aEbook 001437396 983__ $$aOnline 001437396 994__ $$a92$$bISE