2D Graphics Programming for Games

Regular price €74.99
A01=John Pile
A01=John Pile Jr.
advanced 2D graphics algorithms
Alpha Blend
Alpha Channel
animation techniques
Author_John Pile
Author_John Pile Jr.
back
Back Buffer
Base Height
Bitmap Font
buffer
Category=UMKB
Cel Animation
color
Color Array
computer graphics programming
Corona SDK
Draw Call
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Ff Ff
function
Game Developers
initialize
iOS Mobile Devices
Jr.
Nice Effect
OpenGL Graphics Libraries
particle system simulation
pixel
Pixel Shader
PNG File
public
RGB
RGB Color
RGB Color Model
Robust Particle
shader
Shader Code
shader development
Sprite Generation
Sprite Sheet
Tile Graphics
update
user interface design
vector mathematics
void
XNA Game Studio

Product details

  • ISBN 9780367380052
  • Weight: 544g
  • Dimensions: 235 x 191mm
  • Publication Date: 23 Sep 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.

2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film.

The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.

Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

John Pile, Jr. is an assistant professor of game programming at Champlain College, where he teaches courses in graphics programming, game physics, game networking, and iPhone game development. He has a decade of experience as a game programmer and indie game developer. He was a multiplatform engineer on the team that developed the 2009 BAFTA Scotland Game of the Year, Flock!, and the acclaimed repackaging of CAPCOM’s Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.