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Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine

Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine (Paperback)

Victor Brusca (지은이)
Apress
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Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine
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· 제목 : Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484270387
· 쪽수 : 382쪽
· 출판일 : 2021-06-12

목차

Part 1: Low-Level 2D Game Engine Review

Chapter 1:  Base Classes

? mmgobj

? mmgcolor

? mmgrect

? mmgfont

? mmgpen

? mmgvector2

? mmgbmp

 

Chapter 2:  Helper Classes

? mmgapiutils

? mmghelper

? mmgscreendata

? mmgfontdata

? mmgdebug

? mmgbmpscaler

? mmgmediatracker

 

Chapter 3: Other Classes

? mmgcfgfileentry

? mmgevent

? mmgeventhandler

 

Chapter 4: Advanced Classes

? mmg9slice

? mmgcontainer

? mmglabelvaluepair

? mmgloadingbar

? mmgsprite

? mmgdrawablebmpset

 

Chapter 5: Widget/UI Classes

? mmgtextfield

? mmgtextblock

? mmgscrollvert/hor/horvert

? mmgmenucontainer

? mmgmenuitem

 

Chapter 6: Animation Classes

? mmgpositiontween (position animation over specified distance and time)

? mmgsizetween (size animation over specified scale and time)

? mmgpulse (pulse function, start ? end → end ? start → repeat)

 

Chapter 7: Game Screen Classes

? mmggamescreen (base game screen with drawing routine and menu support)

? mmgsplashscreen (specialized game screen for logo splashes)

? mmgloadingscreen (specialized game screen for loading resources)

 

Part 2: Mid-Level Game Engine Review

Chapter 8: Static Main Entry Point

? mmgapigame (static main entry point with support for data driven settings etc.)

? Main frame (base class for window support)

? Game panel (base class for game screen support and input)

? Launching a game window

 

Chapter 9: Game Settings/Run-Time Settings Loading

? dat constants entry (game specific data, runtime loading)

? dat external strings (central repository for game strings, text)

? Game settings (application, input, game specific data, runtime loading)

? Game settings importer (part of the settings import process)

 

Chapter 10: Game Resources/Automatic Loading, Manual Loading

? Automatic resource loading ? global resources (images and sounds)

? Automatic resource loading ? game specific resources (images and sounds)

? Manually accessing resources (images, sounds)

 

Chapter 11: Game Screens/Worker Threads

? Run resource load (resource loading internals)

? Run frame rate (frame rate control thread)

? Screen (a higher level extension of the mmggamescreen class with concrete connections to application level classes, resources)

? Screen main menu (a higher level extension of the screen class with a concrete main menu implementation)

? Screen splash (a higher level extension of the mmgsplashscreen class with concrete slash screen implementation)

? Screen loading (a higher level extension of the mmgloadingscreen class with concrete loading screen implementation)

 

Part 3: Building Some 2D Games

Chapter 12: Pong Clone: Project Setup

? Introduction (introduction to the game, rules, goals, resources, etc.)

? Creating a new game project (creating a new project in the IDE and linking the API libraries)

? Setting up resource folders (creating a resource folder for global and game specific resources, images, and sound)

? Setting up game setting files (creating game settings files and linking them into the project)

? Launching the game window (launching the game window)

 

Chapter 13: Pong Clone: Game Screens

? Splash screen (creating and linking in the splash screen)

? Loading screen (creating and linking in the loading screen and resource loading thread)

? Main menu screen (creating and linking in the main menu screen)

? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)

 

Chapter 14: Pong Clone: Game Implementation

? Game screen (creating the game board and information bar)

? User input (connecting user input, controlling the game)

? Computer opponent (computer opponent logic)

? Game logic (expressing the rules of the game in code)

? In-game screens (adding sub screens to the game screen to support get ready prompt, game exit, and game winner information)

 

Chapter 15: Pong Clone: Conclusion

? Conclusion (general concluding thoughts on the game project)

? Ideas for enhancements (ideas for new features the reader can explore)

 

Chapter 16: Dungeon Trap: Project Setup

? Introduction (introduction to the game, rules, goals, resources, etc.)

? Creating a new game project (creating a new project in the IDE and linking the API libraries)

? Setting up resource folders (creating a resource folder for global and game specific resources, images, and sound)

? Setting up game setting files (creating game settings files and linking them into the project)

? Launching the game window (launching the game window)

 

Chapter 17: Dungeon Trap: Game Screens

? Splash screen (creating and linking in the splash screen)

? Loading screen (creating and linking in the loading screen and resource loading thread)

? Main menu screen (creating and linking in the main menu screen)

? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)

 

Chapter 18: Dungeon Trap: Supporting Classes ? Base, Objects, Items

? Base class for all game objects:

  mdtbase

? Items:

  mdtitembomb

  mdtitemchest

  mdtitemcoinbag

  mdtitempotiongreen

  mdtitempotionred

  mdtitempotionyellow

? Objects:

  mdtobject

  mdtobjbarrel

  mdtobjtablelarge

  mdtobjtablesmall

  mdtobjtorch

 

Chapter 19: Dungeon Trap: Supporting Classes ? Player, Enemies, Weapons

? Player:

  mdtchar

? Enemies:

  mdtenemydemon

  mdtenemybanshee

  mdtenemywarlock

? Weapons:

  mdtweaponaxe

  mdtweaponspear

  mdtweaponsword

 

Chapter 20: Dungeon Trap: Game Screens

? Splash screen (creating and linking in the splash screen)

? Loading screen (creating and linking in the loading screen and resource loading thread)

? Main menu screen (creating and linking in the main menu screen)

? Launching and testing (launching the game window and verifying the splash screen, loading screen, and main menu functionality)

 

Chapter 21: Dungeon Trap: Game Implementation

? Game screen (creating the game board and information bar)

? User input (connecting user input, controlling the game)

? Computer opponent (computer opponent logic)

? Game logic (expressing the rules of the game in code)

? In-game screens (adding sub screens to the game screen to support get ready prompt, game exit, and game winner information)

 

Chapter 22: Dungeon Trap: Conclusion

? Conclusion (general concluding thoughts on the game project)

? Ideas for enhancements (ideas for new features the reader can explore)

 

Chapter 23: Book Conclusion

? Conclusion (general concluding thoughts on the game project)

? Resources for free game art (links for image resources)

? Resources for free game sounds (links for sound resources)

? Ideas for enhancements (ideas for new features the reader can explore)

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