Game Development with MonoGame: Build a 2D Game Using Your Own Reusable and Performant Game Engine
Salin, Louis, Morrar, Rami
- 出版商: Apress
- 出版日期: 2021-10-26
- 售價: $2,060
- 貴賓價: 9.5 折 $1,957
- 語言: 英文
- 頁數: 218
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1484277708
- ISBN-13: 9781484277706
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相關分類:
遊戲設計 Game-design
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Chapter 1: Performance ImprovementsSub -Topics- Memory management and Game Object pools- Avoiding stutter and frame rates deep dive
Chapter 2: Extending the Content Pipeline ToolSub - Topics- Adding our level definitions to the content pipeline tool- Adding animations to the content pipeline tool- Text translations
Chapter 3: Improving Graphics QualitySub - Topics: - Pixel shaders- Adding a camera to the game- Layering our game objects
Chapter 4: Level EditorSub - Topics: - Creating a level editor- Importing levels into the game- Adding boss levels- Making game levels flow seamlessly
Chapter 5: ScriptingSub - Topics: - What is scripting and why is it useful?- What programming language to use for scripting?- Defining game object behavior outside of the code base
Chapter 6: AISub - Topics: - AI techniques in video games- Algorithms- Smart boss fights
Chapter 7: Menus and OverlaysSub - Topics: - Using overlays in the game to display menus- Pausing the game- Add gamepad support
Chapter 8: Improving the Game with CurvesSub - Topics: - Morphing particles as they age- Curves and tweens- Aging particles in a non-linear way, along a curve- Adding non-linear acceleration/deceleration to game objects
Chapter 9: Tying It All TogetherSub-Topics: - What we've done so far- Getting help- Collaborating with artists, composers, and level designers- Packaging the game
Chapter 2: Extending the Content Pipeline ToolSub - Topics- Adding our level definitions to the content pipeline tool- Adding animations to the content pipeline tool- Text translations
Chapter 3: Improving Graphics QualitySub - Topics: - Pixel shaders- Adding a camera to the game- Layering our game objects
Chapter 4: Level EditorSub - Topics: - Creating a level editor- Importing levels into the game- Adding boss levels- Making game levels flow seamlessly
Chapter 5: ScriptingSub - Topics: - What is scripting and why is it useful?- What programming language to use for scripting?- Defining game object behavior outside of the code base
Chapter 6: AISub - Topics: - AI techniques in video games- Algorithms- Smart boss fights
Chapter 7: Menus and OverlaysSub - Topics: - Using overlays in the game to display menus- Pausing the game- Add gamepad support
Chapter 8: Improving the Game with CurvesSub - Topics: - Morphing particles as they age- Curves and tweens- Aging particles in a non-linear way, along a curve- Adding non-linear acceleration/deceleration to game objects
Chapter 9: Tying It All TogetherSub-Topics: - What we've done so far- Getting help- Collaborating with artists, composers, and level designers- Packaging the game