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Advance Game Design

Most of the problems that arise in building a game can disappear with a just bit of understanding of some
of the basic principles behind them. This book takes a detailed look at the classic problems of video-game
design, and offers a clear path to understanding and solving them:

􀀁 Keeping your game data and logic separated from your visuals

􀀁 Managing big games with hundreds of objects and variables

􀀁 Using vectors for pinpoint accurate collision detection and physics simulation

􀀁 Handling collisions between circles (billiard-ball physics) and collisions between circles and corners

􀀁 Handling multiple object collisions and collisions between irregularly shaped objects

􀀁 Creating game environments that can be interactively destroyed and modified

􀀁 Saving, loading, and sharing game data

􀀁 Streamlining your game design management and performance by using a tile-based model

􀀁 Pathfinding so that game objects can navigate their way around complex environments


This is a classic education in making video games and a compendium of all the important techniques youll
need to know to flourish as a professional game designer.
Labyrinthine complexities? Not anymore! Theseus had a giant ball of string to help him escape from the
labyrinth of the Minotaur.
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