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001 978-3-662-59252-6
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020 _a9783662592526
_9978-3-662-59252-6
024 7 _a10.1007/978-3-662-59252-6
_2doi
050 4 _aQA76.6-76.66
072 7 _aUM
_2bicssc
072 7 _aCOM051000
_2bisacsh
072 7 _aUM
_2thema
082 0 4 _a005.11
_223
100 1 _avan Toll, Wouter.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aLearning C# by Programming Games
_h[electronic resource] /
_cby Wouter van Toll, Arjan Egges, Jeroen D. Fokker.
250 _a2nd ed. 2019.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2019.
300 _aXXVI, 512 p. 66 illus., 34 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _a1 Building Your First Game Application -- 2 What Is Programming? -- 3 Game Programming Basics -- 4 Creating a Game World -- 5 Showing what the Player is Doing -- 6 Reacting to Player Input -- 7 Basic Game Objects -- 8 Communication and Interaction Between Objects -- 9 A Limited Number of Lives -- 10 Organizing Game Objects -- 11 Finishing the Game -- 12 Dealing with Different Screen Sizes -- 13 Arrays and Collections -- 14 Game Objects in a Structure -- 15 Gameplay Programming -- 16 Finishing the Game -- 17 Better Game State Management -- 18 User Interfaces and Menus -- 19 Loading Levels from Files -- 20 Gameplay Programming -- 21 Finishing the Game -- 22 Creating the Main Game Structure -- 23 Animated Game Objects -- 24 Game Physics -- 25 Intelligent Enemies -- 26 Finishing the Game.
520 _aDeveloping computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
650 0 _aComputer programming.
650 0 _aCompilers (Computer programs).
650 0 _aMicrocomputers.
650 0 _aMultimedia systems.
650 1 4 _aProgramming Techniques.
650 2 4 _aCompilers and Interpreters.
650 2 4 _aPersonal Computing.
650 2 4 _aMultimedia Information Systems.
700 1 _aEgges, Arjan.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
700 1 _aFokker, Jeroen D.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783662592519
776 0 8 _iPrinted edition:
_z9783662592533
776 0 8 _iPrinted edition:
_z9783662592540
856 4 0 _uhttps://doi.org/10.1007/978-3-662-59252-6
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c174995
_d174995