2D Graphics Programming for Games by John Pile Jr.

By John Pile Jr.

The luck of Angry Birds, Peggle, and Fruit Ninja has confirmed that enjoyable and immersive video game reports might be created in dimensions. in addition, 2nd pics permit builders to quick prototype principles and mechanics utilizing fewer assets than 3D.

2D portraits Programming for Games offers an in-depth unmarried resource on developing 2nd portraits that may be simply utilized to many online game structures, together with iOS, Android, Xbox 360, and the PlayStation Suite. the writer offers examples not just from games but additionally from paintings and lively movie.

The e-book is helping new programmers examine the techniques and methods used to provide beautiful second photographs. It starts off with the fundamentals after which covers subject matters bearing on movement and intensity, resembling cel animation, tiling, and layering. The textual content additionally describes complicated snap shots, together with using particle structures, shaders, and splines. Code samples within the textual content and on-line enable readers to work out a specific line of code in motion or because it pertains to the code round it. furthermore, demanding situations and recommended tasks inspire readers to paintings via difficulties, test with recommendations, and tinker with code.

Full of functional instruments and methods, this colour ebook supplies newbies in-depth counsel on making expert, top of the range pix for video games. It additionally improves the connection among programmers and artists through explaining how definite artwork and layout demanding situations will be solved with a programmatic resolution.

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If you are able to answer these questions successfully, you will know you are well on your way to learning the essentials. 3 Exercises: Challenges If you’re like me, you may just want to get to coding. The “Challenges” present programming challenges that allow you to apply what you have learned in the chapter. They are designed to get you thinking about the application of the topics and often result in tools or sample code that can be used in later projects. 13 Chapter 2 Basics of Computer Graphics This chapter presents a brief overview of how simple images are stored and displayed on the screen, especially as computer graphics impacts modern game development.

2, it is easy to see how this might be done. It also makes it easy to programmatically loop through the sprites. This is convenient (in fact, I’ll use this for some examples in Chapter 4), but there are a few disadvantages to this approach. First, it can lead to some wasted space. Each sprite is not packed as tightly as it could be on the sprite sheet because it must fit nicely into the predefined box size. Second, it is unlikely that your artist will work within the sprite sheet for editing. Creating the sprite sheet is usually a last step, and if the individual sprites need to be modified later, the sprite sheet will need to be recreated.

For example, instead of FF 00 00, FF 00 00, FF 00 00, FF 00 00, FF FF FF, FF FF FF, we can store the color of the pixel along with the number of occurrences before the pixel color changes: FF 00 00 (× 4) FF FF FF (× 2). In so doing, we have dramatically decreased the storage requirements for the logo. This type of compression is called run-length encoding. It is simple to comprehend, and no data are lost during the compression process. An additional advantage is that the image can be created as the file is processed.

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