2D graphics programming for games

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...

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Bibliographic Details
Main Author: Pile, John Jr (Author)
Format: Book
Language:English
Published: Boca Raton CRC Press 2013
Series:Classroom in a book
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Online Access:Click Here to View Status and Holdings.
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020 # # |a 9781466501898  |q hardback 
020 # # |a 1466501898  |q hardback 
040 # # |a E7B  |b eng  |d UiTM  |e rda 
041 0 # |a eng 
090 0 0 |a QA76.76.C672  |b .P49 2013 
100 1 # |a Pile, John  |c Jr  |e author 
245 1 0 |a 2D graphics programming for games  |c John Pile Jr 
246 1 # |a Two dimensional graphics programming for games 
264 # 1 |a Boca Raton  |b CRC Press  |c 2013 
300 # # |a xv, 221 pages  |b illustrations (some color)  |c 24 cm. 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
490 1 # |a Classroom in a book 
504 # # |a Includes bibliographical references and index 
520 # # |a 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.  |c Bookdepository 
526 0 # |a CGD463  |b AD233  |5 AD 
526 0 # |a Two Dimensional Game Development  |b Bachelor Of Creative Game Design(Hons)  |5 Faculty of Art and Design 
650 # 0 |a Computer games  |x Programming 
650 # 0 |a Computer graphics 
830 # 0 |a Classroom in a book 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=554827 
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