Introduction to Game Programming using Processing: For Designers, Artists, Players, Non-Tech People and Everybody Else
 
Product details:

ISBN13:9781032386225
ISBN10:1032386223
Binding:Hardback
No. of pages:348 pages
Size:254x178 mm
Language:English
Illustrations: 137 Illustrations, black & white; 135 Illustrations, color; 42 Halftones, black & white; 112 Halftones, color; 95 Line drawings, black & white; 23 Line drawings, color; 10 Tables, black & white
700
Category:

Introduction to Game Programming using Processing

For Designers, Artists, Players, Non-Tech People and Everybody Else
 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
Normal price:

Publisher's listprice:
GBP 120.00
Estimated price in HUF:
57 960 HUF (55 200 HUF + 5% VAT)
Why estimated?
 
Your price:

46 368 (44 160 HUF + 5% VAT )
discount is: 20% (approx 11 592 HUF off)
Discount is valid until: 30 June 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
 
Availability:

Not yet published.
 
  Piece(s)

 
Short description:

This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.  

Long description:

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 programming.



"Introduction to Game Programming using Processing is a wonderful introduction to programming through the exciting world of game design. It provides a clear and friendly approach to learning fundamental programming concepts, while encouraging readers to pursue their own creativity and passion for digital creation. This guide is essential for anyone who loves games and aspires to create their own through the art of coding!"


Daniel Shiffman, Associate Arts Professor, Interactive Telecommunications Program (ITP)/Interactive Media Arts (IMA), NYU.

Table of Contents:

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