logo
logo
x
바코드검색
BOOKPRICE.co.kr
책, 도서 가격비교 사이트
바코드검색

인기 검색어

실시간 검색어

검색가능 서점

도서목록 제공

Monogame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine

Monogame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine (Paperback)

Jarred Capellman, Louis Salin (지은이)
Apress
72,600원

일반도서

검색중
서점 할인가 할인률 배송비 혜택/추가 실질최저가 구매하기
59,530원 -18% 0원
2,980원
56,550원 >
yes24 로딩중
교보문고 로딩중
notice_icon 검색 결과 내에 다른 책이 포함되어 있을 수 있습니다.

중고도서

검색중
서점 유형 등록개수 최저가 구매하기
로딩중

eBook

검색중
서점 정가 할인가 마일리지 실질최저가 구매하기
로딩중

책 이미지

Monogame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine
eBook 미리보기

책 정보

· 제목 : Monogame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484263082
· 쪽수 : 323쪽
· 출판일 : 2020-11-10

목차

?Chapter 1: Introduction

Chapter Goal: Foundational information about MonoGame and historical overview. Difference between framework and engine and setting tone and expectations for the rest of the book
Sub -Topics
1. MonoGame is not XNA
2. Differences between a framework and engine
3. What to expect from the book
4. Closing words

Chapter 2: Setup Development Environment
Chapter Goal: Configure and setup the development environment for MonoGame for the remainder of the book
Sub - Topics:  
1. Configure development environment on Windows
2. Configure development environment on macOS
3. Closing words

Chapter 3: MonoGame Architecture
Chapter Goal: Deep dive into the MonoGame architecture and the various components that make up the framework to establish a level of understanding. At the end of the chapter, the reader can render a blank screen.
Sub - Topics
1. Walk through the MonoGame pipeline
2. Game loop and game class
3. Get first pixels rendering
4. Closing words

Chapter 4: Planning Your Game Engine
Chapter Goal: Introducing game design concepts, design patterns, and tying them back to MonoGame development. By the end of the chapter, the reader should have a firm grasp of how to architect a re-usable game engine and have code ready to start implementing each component.
Sub - Topics: 
1. Game design
2. Programming design patterns
3. State management
4. Closing words

Chapter 5: Asset Pipeline
Chapter Goal: Expose the reader to the MonoGame asset pipeline and how to utilize it for upcoming chapters, such as textures, sounds, and music. The end of the chapter the player sprite will be rendered.
Sub - Topics: 
1. Game assets and content pipelines
2. Content processor
3. Wrapping the content loader
4. Adding the Sprite to the render path
5. Closing words

Chapter 6: Input
Chapter Goal: Cover handling both keyboard/mouse as well as controller inputs. By the end of the chapter, the user will be able to move their asset around the screen
Sub - Topics: 
1. Discussing the various input mechanisms
2. Creating a generic input manager
3. Closing words

Chapter 7: Audio
Chapter Goal: Cover handling background audio events and event triggered audio events. The reader will have music and sound effects trigger in their project at the end of the chapter.
Sub - Topics: 
1. Audio assets
2. Audio manager class
3. Adding music and event triggers for audio playing in the project
4. Closing words

Chapter 8: Particles
Chapter Goal: Expose the reader to particle systems and integrate a particle system into the project at the end of the chapter.
Sub - Topics: 
1. Covering techniques used in other games
2. Creating a particle system in the project
3. Closing words

Chapter 9: Collision Detection
Chapter Goal: Go through various collision detection approaches in games and integrate a collision detection system into the project.
Sub - Topics: 
1. Covering the various types of collision detection
2. Adding collision detection to the project
3. Closing words

Chapter 10: AI
Chapter Goal: Expose the reader to AI and integrate the techniques into the game project.
Sub - Topics: 
1. Covering AI concepts and implementations
2. Adding AI and enemy to the project
3. Closing words

Chapter 11: Game Tooling
Chapter Goal: Cover the importance of game tooling and walk through the steps of creating a game tool to facilitate level creation.
Sub - Topics: 
1. Covering game tools used in other games and the importance of creating tools
2. Creating a basic game tool
3. Closing words

Chapter 12: Separation of Concerns
Chapter Goal: Cover the importance of keeping the assets, code, and enemy/npc information separate to accelerate testing time
Sub - Topics: 
1. Cover how other games handle the separation
2. Integrate LiteDB to store the various enemy metrics
3. Closing words

저자소개

Louis Salin (지은이)    정보 더보기
펼치기
이 포스팅은 쿠팡 파트너스 활동의 일환으로,
이에 따른 일정액의 수수료를 제공받습니다.
이 포스팅은 제휴마케팅이 포함된 광고로 커미션을 지급 받습니다.
도서 DB 제공 : 알라딘 서점(www.aladin.co.kr)
최근 본 책