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Last edited by Alice Kirk
April 13, 2015 | History
This book introduces the reader to the necessary programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other to both give the required behavior and allow the player to interact with game elements.
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Publish Date
2013
Publisher
Bookboon.com
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Subjects
IT & ProgrammingEdition | Availability |
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Book Details
Table of Contents
Content
1. Basics of Scene Construction
1.1. Basic shapes and their properties
1.2. Relations between game objects
1.3. Rendering properties
1.4. Light types and properties
1.5. Camera
1.6. Controlling objects properties
2. Handling User Input
2.1. Reading keyboard input
2.2. Implementing platformer input system
2.3. Reading mouse input
2.4. Implementing first person shooter input system
2.5. Implementing third person input system
2.6. Implementing car racing games input system
2.7. Implementing flight simulation input system
3. Basic Game Logic
3.1. Shooting
3.2. Collectables
3.3. Holding and releasing objects
3.4. Triggers and usable objects
4. Physics Simulation
4.1. Gravity and Collision Detection
4.2. Physical player character
4.3. Ray cast shooting
4.4.
Physics projectiles
4.5. Explosions and destruction
4.6. Breakable objects
5. Advanced Game Logic
5.1. Doors, locks, and keys
5.2. Puzzles and unlock combinations
5.3. Health, lives, and score
5.4. Weapons, ammunition, and reload
ID Numbers
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April 13, 2015 | Edited by Alice Kirk | Edited without comment. |
April 13, 2015 | Created by Alice Kirk | Added new book. |