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Introduction to Game Programming using Processing

For Designers, Artists, Players, Non-Tech People and Everybody Else
TaschenbuchKartoniert, Paperback
348 Seiten
Englisch
Taylor & Franciserschienen am27.06.2024
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.mehr
Verfügbare Formate
BuchGebunden
EUR162,50
TaschenbuchKartoniert, Paperback
EUR57,50
E-BookPDF0 - No protectionE-Book
EUR60,99
E-BookEPUB0 - No protectionE-Book
EUR60,99

Produkt

KlappentextThis 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.
Details
ISBN/GTIN978-1-032-38613-3
ProduktartTaschenbuch
EinbandartKartoniert, Paperback
Erscheinungsjahr2024
Erscheinungsdatum27.06.2024
Seiten348 Seiten
SpracheEnglisch
Gewicht640 g
Illustrationen272 SW-Abb., 154 SW-Fotos, 118 SW-Zeichn., 10 Tabellen
Artikel-Nr.61197404
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Inhalt/Kritik

Inhaltsverzeichnis
1. The Process of Programming2. Hello Game World!3. Console Output and Comments4. Variables and Data Types5. Iteration with the while Loop6. Conditionals (if, if/else, if/else if)7. Relational Expressions (e.g. ) and Logical Operators (e.g. &&, ||)8. Math and Arithmetic9. Short Cuts10. Type Conversions (Casting and Rounding)11. Formatting Code12. Iteration with the for Loop13. Arrays14. Functions15. Movement16. Basic Collision Detection17. Drawing Modes and Drawing Lines18. Polygons and Vertex Functions19. Colour and Transparency20. Text and Fonts, and Loading and Saving Data21. Real Time22. Images23. The Processing IDE, Technical Documentation, Debugging and Common Errors24. Programming Rules of Thumb25. Classes and Objects26. Event-Driven Programming and Game Controls27. Hardware Speed Independence for Movement28. Sprites, Frame-Based Animation and Timed Events29. Tiling30. Scrolling and Split-Screen Displays31. Movement in Curves32. Pixel-Perfect Collision Detection33. Vectors34. ArrayLists35. Recursion36. Basic Game AI and Enemy Behaviour37. Programming Libraries, and Using an Audio Librarymehr