Introduction to video game engine development : learn to design, implement, and use a cross-platform 2D game engine / Victor G Brusca.
2021
QA76.76.C672 B78 2021
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Details
Title
Introduction to video game engine development : learn to design, implement, and use a cross-platform 2D game engine / Victor G Brusca.
Author
Brusca, Victor G., author.
ISBN
9781484270394 (electronic bk.)
1484270398 (electronic bk.)
9781484270387
148427038X
1484270398 (electronic bk.)
9781484270387
148427038X
Published
[Berkeley] : Apress, [2021]
Copyright
©2021
Language
English
Description
1 online resource : illustrations
Item Number
10.1007/978-1-4842-7039-4 doi
Call Number
QA76.76.C672 B78 2021
Dewey Decimal Classification
794.8/15
Summary
Start 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.
Note
Includes index.
Access Note
Access limited to authorized users.
Source of Description
Online resource; title from PDF title page (SpringerLink, viewed June 22, 2021).
Available in Other Form
Print version: 9781484270387
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Table of Contents
Chapter 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.
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.