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2D Graphics Programming for Games

2D Graphics Programming for Games by Jr. Pile
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I Getting Started in 2D
Introduction
About This Book
Why C# and XNA?
Game Development 101
Game Developer Platforms
Book Organization

Basics of Computer Graphics
Bits and Bytes
Display
Double Buffering
Graphic File Formats

Sprites!
What Is a Sprite?
Layering with Depth
The Sprite Sheet and the GPU
Scaling Sprites

II Motion and Depth
Animation
Historical Animation
Cel Animation
A Few Principles of Animation
Animation Cycles

Camera and Tiling
A Simple Camera
Simple Camera Zoom
Tiling
Isometric Tiled Graphics

The Illusion of Depth
A Historical Perspective on Perspective
Layering
The Six Principles of Depth
The 6 Principles in Code
Traditional Perspective
Summary

User Interface
UI Types
Fonts
Localization
Safe Frames
Menus

III Advanced Graphics
Particle Systems
What’s a Particle?
Creating Effects
Blending Types
Types of Effects
An Effects System
Optimization

GPU Programming
Pixel Modification
Full Screen Pixel Modifications
What Is a Shader
Shader Languages
Pixel Shader Examples

Polish, Polish, Polish!
Transitions
Sinusoidal Movement
Splines
Working with Your Artist
A Conclusion

IV Appendices
Math Review: Geometry

Geometry Primer

Math Review: Vectors
Vectors and Notation
Vector Comparison
Length, Addition, and Subtraction
Unit Vectors and Normalizing a Vector
Standard Unit Vectors and Polar Representation

Math Review: Trigonometry
Triangle Trig
Unit-Circle Trig
Trig as a Collection of Periodic Functions
Translations and Transforms of Trig Functions
Circles and Ellipses
The Tangent Function

Bibliography

Glossary

Index

Exercises appear at the end of each chapter.

CRC Press; May 2013
240 pages; ISBN 9781466501904
Read online, or download in secure PDF format
Title: 2D Graphics Programming for Games
Author: Jr. Pile
 
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