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Introduction to Game Programming using Processing
(Englisch)
For Designers, Artists, Players, Non-Tech People and Everybody Else
Daniel Cermak-Sassenrath

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Produktbeschreibung

Daniel Cermak-Sassenrath is former Associate Professor at the IT University, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has taught university courses since 2002 and introductory courses to programming for design students since 2010.


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 the book´s webpage:


1. The Process of Programming

2. Hello Game World!

3. Console Output and Comments

4. Variables and Data Types

5. Iteration with the while Loop

6. Conditionals (if, if/else, if/else if)

7. Relational Expressions (e.g. <, >) and Logical Operators (e.g. &&, ||)

8. Math and Arithmetic

9. Short Cuts

10. Type Conversions (Casting and Rounding)

11. Formatting Code

12. Iteration with the for Loop

13. Arrays

14. Functions

15. Movement

16. Basic Collision Detection

17. Drawing Modes and Drawing Lines

18. Polygons and Vertex Functions

19. Colour and Transparency

20. Text and Fonts, and Loading and Saving Data

21. Real Time

22. Images

23. The Processing IDE, Technical Documentation, Debugging and Common Errors

24. Programming Rules of Thumb

25. Classes and Objects

26. Event-Driven Programming and Game Controls

27. Hardware Speed Independence for Movement

28. Sprites, Frame-Based Animation and Timed Events

29. Tiling

30. Scrolling and Split-Screen Displays

31. Movement in Curves

32. Pixel-Perfect Collision Detection

33. Vectors

34. ArrayLists

35. Recursion

36. Basic Game AI and Enemy Behaviour

37. Programming Libraries, and Using an Audio Library


This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.


"Introduction to Game Programming using Processing is a wonderful introduction to programming through the exciting world of game design. It provides a clear and friendly approach to learning fundamental programming concepts, while encouraging readers to pursue their own creativity and passion for digital creation. This guide is essential for anyone who loves games and aspires to create their own through the art of coding!"

Daniel Shiffman, Associate Arts Professor, Interactive Telecommunications Program (ITP)/Interactive Media Arts (IMA), NYU.


Über den Autor



Daniel Cermak is Associate Professor at the ITU, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has been teaching University courses since 2002, and introductory courses to programming for design students since 2010.


Inhaltsverzeichnis



Foreword

0. Introduction

1. Hello game world!

2. The process of programming

3. Variables and data types

4. while loop (non-nested iteration)

5. if, if/else, if/else if conditionals, nested conditionals

6. Logical operators, Relational Expressions

7. Math and arithmetic

8. Type casting, rounding

9. Short cuts and formatting code

10. for loop

11. while vs. for, nested iteration

12. Magic Numbers

13. Randomness

14. Arrays

15. Functions, setup() and draw(), custom-made functions

16. Motion and collision detection

17. Polygons/line strips

18. Colour and transparency

19. Text, fonts

20. Loading and saving data

21. Arraylists/collections

22. Images

23. Reading technical documentation

24. Programming rules of thumb

25. Debugging, common errors, compiler messages

26. Classes and objects

27. Event-driven programming

28. Real time and game speed

29. The class interface

30. Manager classes

31. GUI programming

32. Recursion

33. Frame-based animation, sprites

34. Tiling

35. Scrolling, split-screen displays

36. Pixel-perfect collision detection

37. Basic game AI/enemy behaviour

38. Audio and sound

39. Libraries

40. Version control

41. Popular programming languages andillegalscripting

42. Annotated bibliography

43. Glossary

44. Index

45. Bibliography



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