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

Introduction to Game Programming using Processing: For Designers, Artists, Players, Non-Tech People and Everybody Else
by: Daniel Cermak-Sassenrath (Author)
Edition:1st
Publication Date: June 27, 2024
Language:English
Print Length:326 pages
ISBN-10:1032386134
ISBN-13:9781032386133


Book 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.

About the Author
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.

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