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Introduction to game programming using Processing : for designers, artists, players, non-tech people and everybody else / Daniel Cermak-Sassenrath

By: Resource type: Ressourcentyp: Buch (Online)Book (Online)Language: English Publisher: Boca Raton, FL : CRC Press, Taylor & Francis Group, 2024Copyright date: ©2024Edition: First editionDescription: 1 Online-Ressource (xxii, 326 pages)ISBN:
  • 9781003345916
  • 1003345913
  • 9781040021842
  • 1040021840
  • 9781040021835
  • 1040021832
  • 9781032386133
  • 9781032386225
Subject(s): Additional physical formats: 9781040021835. | 1040021832. DDC classification:
  • 794.8/1526 23/eng/20240524
LOC classification:
  • QA76.76.C672
Online resources:
Contents:
1. The Process of Programming 2. Hello Game World!3. Console Output and Comments4. Variables and Data Types5. Iteration with the while Loop6. Conditionals (if, if/else, if/else if)7. Relational Expressions (e.g. <, >) and Logical Operators (e.g. &&)8. Math and Arithmetic9. Short Cuts10. Type Conversions (Casting and Rounding)11. Formatting Code12. Iteration with the for Loop13. Arrays14. Functions15. Movement16. Basic Collision Detection17. Drawing Modes and Drawing Lines18. Polygons and Vertex Functions19. Colour and Transparency20. Text and Fonts, and Loading and Saving Data21. Real Time22. Images23. The Processing IDE, Technical Documentation, Debugging and Common Errors24. Programming Rules of Thumb25. Classes and Objects26. Event-Driven Programming and Game Controls27. Hardware Speed Independence for Movement28. Sprites, Frame-Based Animation and Timed Events29. Tiling30. Scrolling and Split-Screen Displays31. Movement in Curves32. Pixel-Perfect Collision Detection33. Vectors34. ArrayLists35. Recursion36. Basic Game AI and Enemy Behaviour37. Programming Libraries, and Using an Audio Library
Summary: 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 this book's webpage. This book is a great resource for students and aspiring professionals looking for an approachable entry into game programmingPPN: PPN: 1907955518Package identifier: Produktsigel: ZDB-4-NLEBK | BSZ-4-NLEBK-KAUB
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