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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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