Game Development with MonoGame: Build a 2D Game Using Your Own Reusable and Performant Game Engine
商品資訊
ISBN13:9781484277706
出版社:Apress
作者:Louis Salin
出版日:2021/11/09
裝訂:平裝
規格:23.4cm*15.6cm*1.2cm (高/寬/厚)
商品簡介
商品簡介
Chapter 1: Performance ImprovementsSub -Topics- Memory management and Game Object pools- Avoiding stutter and frame rates deep dive
Chapter 2: Extending the Content Pipeline ToolSub - Topics- Adding our level definitions to the content pipeline tool- Adding animations to the content pipeline tool- Text translations
Chapter 3: Improving Graphics QualitySub - Topics: - Pixel shaders- Adding a camera to the game- Layering our game objects
Chapter 4: Level EditorSub - Topics: - Creating a level editor- Importing levels into the game- Adding boss levels- Making game levels flow seamlessly
Chapter 5: ScriptingSub - Topics: - What is scripting and why is it useful?- What programming language to use for scripting?- Defining game object behavior outside of the code base
Chapter 6: AISub - Topics: - AI techniques in video games- Algorithms- Smart boss fights
Chapter 7: Menus and OverlaysSub - Topics: - Using overlays in the game to display menus- Pausing the game- Add gamepad support
Chapter 8: Improving the Game with CurvesSub - Topics: - Morphing particles as they age- Curves and tweens- Aging particles in a non-linear way, along a curve- Adding non-linear acceleration/deceleration to game objects
Chapter 9: Tying It All TogetherSub-Topics: - What we've done so far- Getting help- Collaborating with artists, composers, and level designers- Packaging the game
Chapter 2: Extending the Content Pipeline ToolSub - Topics- Adding our level definitions to the content pipeline tool- Adding animations to the content pipeline tool- Text translations
Chapter 3: Improving Graphics QualitySub - Topics: - Pixel shaders- Adding a camera to the game- Layering our game objects
Chapter 4: Level EditorSub - Topics: - Creating a level editor- Importing levels into the game- Adding boss levels- Making game levels flow seamlessly
Chapter 5: ScriptingSub - Topics: - What is scripting and why is it useful?- What programming language to use for scripting?- Defining game object behavior outside of the code base
Chapter 6: AISub - Topics: - AI techniques in video games- Algorithms- Smart boss fights
Chapter 7: Menus and OverlaysSub - Topics: - Using overlays in the game to display menus- Pausing the game- Add gamepad support
Chapter 8: Improving the Game with CurvesSub - Topics: - Morphing particles as they age- Curves and tweens- Aging particles in a non-linear way, along a curve- Adding non-linear acceleration/deceleration to game objects
Chapter 9: Tying It All TogetherSub-Topics: - What we've done so far- Getting help- Collaborating with artists, composers, and level designers- Packaging the game
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