Advanced 2D Game Development (Paperback)
Jonathan S. Harbour
- 出版商: Course Technology
- 出版日期: 2008-06-01
- 定價: $1,580
- 售價: 5.0 折 $790
- 語言: 英文
- 頁數: 336
- 裝訂: Paperback
- ISBN: 1598633422
- ISBN-13: 9781598633429
-
相關分類:
遊戲設計 Game-design
立即出貨(限量) (庫存=2)
買這商品的人也買了...
-
$880$581 -
$550$468 -
$500$450 -
$990$891 -
$2,680$2,546 -
$1,064Simulation Modeling and Analysis with ARENA (Hardcover)
-
$2,350$2,233 -
$1,558Introduction to Algorithms, 3/e (IE-Paperback)
-
$199Influence Without Authority, 2/e (Hardcover)
-
$750$638 -
$520$442 -
$650$507 -
$820$648 -
$620$490 -
$420$357 -
$850$723 -
$950$808 -
$680$537 -
$420$332 -
$780$663 -
$550$468 -
$480$379 -
$620$558 -
$420$357 -
$680$537
相關主題
商品描述
Description
This book is a comprehensive guide to 2D game programming, covering every significant 2D game subject in one volume. It includes coverage of 2D animated sprites, tile-based scrolling, level editing, vector graphics, 2D physics, and the major game genres--real time strategy (Command & Conquer), turn based strategy (Civilization IV), vertical scrolling shoot-em-ups (Mars Matrix), horizontal shoot-em-ups (R-Type), scrolling platform-style games (Mario), and of course, role-playing games (Ultima). It includes discussion of overall game theory and development, explaining how to create a real time strategy game from concept to completion. Readers will create their own professional-quality RTS game using a royalty-free library of RTS artwork, C++, and the cross-platform game library Allegro. In addition to the basic graphics engine (which will run in 2D), this book covers each key feature of an RTS game, including pathfinding, enemy AI, grouping, unit formations, and other related subjects, each covered in a dedicated chapter. Each chapter's skills will be applied to the final game created by the reader.
Table of Contents
Part I : 2D Vector and Bitmapped Graphics
Chapters 1-3 : Vector graphics programming topics
Chapters 4-6 : Animated sprite programming topics
Part II : Game Logistics
Chapter 7-9 : Sound, music, keyboard/mouse input, networking (multiplayer)
Part III : 2D Tile-Based Game Theory
Chapters 10-12 : Tile Theory--Rectangular, Isometric, Hexagonal
Chapters 13-17 : Tile-based genres--scrolling shooters, platform-style, role-playing games, military hex-map games
Part IV : Real Time Strategy Game--The Game World
Chapter 18 : Building The RTS Engine
Chapters 19-21 : Constructing the game world, level editing, random maps, moving one unit, fog of war, building structures, workers, combat units
Part V : RTS Game--Game Interface and Unit Control
Chapters 22-24 : selecting units, unit formations, gathering resources, attacking enemy units
Part VI : RTS Game--Enemy A.I.
商品描述(中文翻譯)
描述
這本書是一本全面指南,涵蓋了2D遊戲編程的每個重要主題。它包括2D動畫精靈、基於瓦片的滾動、關卡編輯、向量圖形、2D物理以及主要的遊戲類型,如即時戰略遊戲(Command & Conquer)、回合制策略遊戲(Civilization IV)、垂直滾動射擊遊戲(Mars Matrix)、水平滾動射擊遊戲(R-Type)、滾動平台遊戲(Mario)和角色扮演遊戲(Ultima)。它還包括對整體遊戲理論和開發的討論,解釋如何從概念到完成創建一個即時戰略遊戲。讀者將使用免版稅的RTS藝術圖庫、C++和跨平台遊戲庫Allegro創建自己的專業質量RTS遊戲。除了基本的圖形引擎(運行在2D中),本書還涵蓋了RTS遊戲的每個關鍵功能,包括尋路、敵人AI、分組、單位形成和其他相關主題,每個主題都在專門的章節中介紹。每個章節的技能將應用於讀者創建的最終遊戲。
目錄
第一部分:2D向量和位圖圖形
第1-3章:向量圖形編程主題
第4-6章:動畫精靈編程主題
第二部分:遊戲物流
第7-9章:聲音、音樂、鍵盤/鼠標輸入、網絡(多人遊戲)
第三部分:2D基於瓦片的遊戲理論
第10-12章:瓦片理論-矩形、等角、六角
第13-17章:基於瓦片的類型-滾動射擊遊戲、平台風格、角色扮演遊戲、軍事六角地圖遊戲
第四部分:即時戰略遊戲-遊戲世界
第18章:構建RTS引擎
第19-21章:構建遊戲世界、關卡編輯、隨機地圖、移動單位、戰爭迷霧、建造結構、工人、戰鬥單位
第五部分:RTS遊戲-遊戲界面和單位控制
第22-24章:選擇單位、單位形成、收集資源、攻擊敵人單位
第六部分:RTS遊戲-敵人AI