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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach

Game Programming Algorithms and Techniques: A Platform-Agnostic Approach

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  • Copyright 2014
  • Dimensions: 7" x 9"
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-346324-9
  • ISBN-13: 978-0-13-346324-8

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.

Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.

Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on.

Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.

Coverage includes

  • Game time management, speed control, and ensuring consistency on diverse hardware
  • Essential 2D graphics techniques for modern mobile gaming
  • Vectors, matrices, and linear algebra for 3D games
  • 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions
  • Handling today’s wide array of digital and analog inputs
  • Sound systems including sound events, 3D audio, and digital signal processing
  • Fundamentals of game physics, including collision detection and numeric integration
  • Cameras: first-person, follow, spline, and more
  • Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning
  • User interfaces including menu systems and heads-up displays
  • Scripting and text-based data files: when, how, and where to use them
  • Basics of networked games including protocols and network topology

Sample Content

Table of Contents

Preface     xv

1 Game Programming Overview     1

Evolution of Video Game Programming     2

The Game Loop     5

Time and Games     9

Game Objects     13

Summary     15

Review Questions     16

Additional References     16

2 2D Graphics     19

2D Rendering Foundations     20

Sprites     22

Scrolling     30

Tile Maps     35

Summary     39

Review Questions     39

Additional References     39

3 Linear Algebra for Games     41

Vectors     42

Matrices     58

Summary     62

Review Questions     62

Additional References     63

4 3D Graphics     65

Basics     66

Coordinate Spaces     67

Lighting and Shading     76

Visibility     85

World Transform, Revisited     88

Summary     91

Review Questions     92

Additional References     92

5 Input     93

Input Devices     94

Event-Based Input Systems     99

Mobile Input     105

Summary     108

Review Questions     108

Additional References     109

6 Sound     111

Basic Sound     112

3D Sound     115

Digital Signal Processing     119

Other Sound Topics     122

Summary     124

Review Questions     125

Additional References     125

7 Physics     127

Planes, Rays, and Line Segments     128

Collision Geometry     130

Collision Detection     134

Physics-Based Movement     148

Physics Middleware     153

Summary     154

Review Questions     154

Additional References     155

8 Cameras     157

Types of Cameras     158

Perspective Projections     161

Camera Implementations     164

Camera Support Algorithms     175

Summary     178

Review Questions     178

Additional References     178

9 Artificial Intelligence     179

“Real” AI versus Game AI     180

Pathfinding     180

State-Based Behaviors     192

Strategy and Planning     198

Summary     200

Review Questions     200

Additional References     202

10 User Interfaces     203

Menu Systems   204

HUD Elements   207

Other UI Considerations    217

Summary     221

Review Questions    222

Additional References     222

11 Scripting Languages and Data Formats     223

Scripting Languages     224

Implementing a Scripting Language     229

Data Formats    235

Case Study: UI Mods in World of Warcraft     239

Summary     241

Review Questions     241

Additional References     242

12 Networked Games     243

Protocols     244

Network Topology     250

Cheating     255

Summary    257

Review Questions     257

Additional References     258

13 Sample Game: Side-Scroller for iOS     259

Overview     260

Code Analysis     262

Exercises     267

Summary     268

14 Sample Game: Tower Defense for PC/Mac     269

Overview     270

Code Analysis     273

Exercises     284

Summary     285

A Answers to Review Questions     287

Chapter 1: Game Programming Overview     288

Chapter 2: 2D Graphics     289

Chapter 3: Linear Algebra for Games     290

Chapter 4: 3D Graphics     291

Chapter 5: Input     292

Chapter 6: Sound     294

Chapter 7: Physics     295

Chapter 8: Cameras     295

Chapter 9: Artificial Intelligence     296

Chapter 10: User Interfaces     298

Chapter 11: Scripting Languages and Data Formats     299

Chapter 12: Networked Games     300

B Useful Tools for Programmers     303

Debugger     304

Source Control    309

Diff and Merging Tools     312

Issue Tracking     313

Index     315


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