
Introduction to Game Programming using Processing
For Designers, Artists, Players, Non-Tech People and Everybody Else
- 348 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Introduction to Game Programming using Processing
For Designers, Artists, Players, Non-Tech People and Everybody Else
About this book
This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers readers to do basic programming, prototyping, game creation, and other highly interactive applications, all from scratch and without any prior programming knowledge.
Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from the book's webpage: dace.de/gameswithprocessing
This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.
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Information
Table of contents
- Cover Page
- Half-Title Page
- Title Page
- Copyright Page
- Contents
- Foreword
- Preface
- Acknowledgements
- Introduction
- 1. The Process of Programming
- 2. Hello Game World!
- 3. Console Output and Comments
- 4. Variables and Data Types
- 5. Iteration with the while Loop
- 6. Conditionals (if, if/else, if/else if)
- 7. Relational Expressions (e.g. <, >) and Logical Operators (e.g. &&, ||)
- 8. Math and Arithmetic
- 9. Short Cuts
- 10. Type Conversions (Casting and Rounding)
- 11. Formatting Code
- 12. Iteration with the for Loop
- 13. Arrays
- 14. Functions
- 15. Movement
- 16. Basic Collision Detection
- 17. Drawing Modes and Drawing Lines
- 18. Polygons and Vertex Functions
- 19. Colour and Transparency
- 20. Text and Fonts, and Loading and Saving Data
- 21. Real Time
- 22. Images
- 23. The Processing IDE, Technical Documentation, Debugging and Common Errors
- 24. Programming Rules of Thumb
- 25. Classes and Objects
- 26. Event-Driven Programming and Game Controls
- 27. Hardware Speed Independence for Movement
- 28. Sprites, Frame-Based Animation and Timed Events
- 29. Tiling
- 30. Scrolling and Split-Screen Displays
- 31. Movement in Curves
- 32. Pixel-Perfect Collision Detection
- 33. Vectors
- 34. ArrayLists
- 35. Recursion
- 36. Basic Game AI and Enemy Behaviour
- 37. Programming Libraries, and Using an Audio Library
- Glossary
- References
- Code Index
- Index