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· 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
· 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 book4. 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 Windows2. 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 wordsChapter 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 processor3. 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 wordsChapter 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
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