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Advanced 2D Game Development [Paperback]

Jonathan S. Harbour (Author)
3.7 out of 5 stars  See all reviews (9 customer reviews)

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Book Description

1598633422 978-1598633429 June 9, 2008 1
Get ready to build a complete, professional-quality 2D game engine from start to finish! "Advanced 2D Game Development" is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter. Through the creation of the game engine, you'll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development.

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From the Author

01 Building A 2D Game Engine
02 3D Rendering
03 2D Rendering
04 Animation
05 Input
06 Audio
07 Entities
08 Fonts
09 Physics
10 Math
11 Threading
12 Scripting
13 Games

Source code for the projects in this book may be downloaded from these book resource locations:
  • jharbour.com/forum (must create a free account first)

About the Author

Jon Harbour has been programming video games since the 1980s. His first video game system was an Atari 2600 which he played with disassembled on the floor of his room as a kid. He has written on languages and subjects that include: C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, XNA Game Studio, Pocket PC, Nintendo GBA, and game console hacking. He is the author of Visual Basic Game Programming for Teens, 3rd Edition; Visual C# Game Programming for Teens; Beginning Game Programming, 3rd Edition; Multi-Threaded Game Engine Design and XNA Game Studio 4.0 for Xbox 360 Developers. Visit his blog and forum at jharbour.com.

Product Details

  • Paperback: 315 pages
  • Publisher: Course Technology PTR; 1 edition (June 9, 2008)
  • Language: English
  • ISBN-10: 1598633422
  • ISBN-13: 978-1598633429
  • Product Dimensions: 9.1 x 7.4 x 0.8 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #244,669 in Books (See Top 100 in Books)

More About the Author

Jonathan S. Harbour was born in Sacramento, CA, grew up in Redding, and now resides in the Phoenix area with his wife and four children. Now a freelance writer, he recently spent five years developing and facilitating the Bachelor and Master degree programs in game development at UAT (Tempe, AZ). His books cover many languages (C++, C#, VB, Basic, Lua, Python, Java), libraries (DirectX, Allegro, XNA), and hardware (GBA, Xbox, Xbox 360, cell phones).

For fun, he enjoys reading books on physics, cosmology, metaphysics, anthropology, and game development (of course) from authors such as S. Hawking, M. Kaku, H. Ross, A. George, C. Yarbro, with a personal library of over 500 books. He also enjoys bike riding, long hikes, and mind-expanding TV shows and movies of the futurist variety.

On a personal note, I wish there really was a Night Elf Mohawk character class.

 

Customer Reviews

9 Reviews
5 star:
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4 star:
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3 star:
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Average Customer Review
3.7 out of 5 stars (9 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

10 of 11 people found the following review helpful:
5.0 out of 5 stars Great addition to basic game programming knowledge!, June 29, 2008
This review is from: Advanced 2D Game Development (Paperback)
Great book if you've already read begining game programming 2nd edition. It goes into more advanced topics compared to the first book, and gives you some better structure to get your games developed quicker, with reusable code.

The book even includes a surprise bonus- a chapter on adding some 3d models and different types of rendering to your 2d games!! One great reason for this is that 2d is 3d in directX- looking straight down at the 2d plane. DirectDraw was taken out years ago, and many books don't explain this as well as this one.

The game takes you through developing a complete 2d engine with audio, input, animation and scripting! Using the engine you should have a much easier, and quicker time creating 2d games, since all the basic stuff is done in the engine.

I would definitely recommend this to someone trying to learn better techniques after learning the basics from the first book(or web). Since most people want to go 3d as well, he does include code to import 3d models, set up camera and lighting, so you could use this as a starting point to develop further in 3d, or just add some 3d effects into your 2d game.

Author doesn't spend much time horsing around with a lot of code, but explains the new stuff as it is added. He also has his own forum which is very helpful- And as is normal for a forum, research your questions first.
Great book to be able to re-use code and develop games quicker if you haven't built many/any engines before!

Since there is no Table of contents listed here, here it is:
1. Building a 2D game Engine
2. 3D rendering
3. 2d Rendering
4. Animation
5. Input
6. Audio
7. Entities
8. Fonts
9. Physics
10. Math
11. Threading
12. Scripting (using Lua)
13. Games

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3 of 3 people found the following review helpful:
4.0 out of 5 stars Good overview of more advanced engine design., January 5, 2010
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This review is from: Advanced 2D Game Development (Paperback)
I did not read the first book in the series and I mostly bought this book as a reference for the techniques he was using in engine design. That said, the book is a fantastic and fast overview of doing 2D rendering in DirectX. It expects you to know a lot ( just like any other 'Advanced' title would ) and moves quickly. I found a couple of chapters to be extremely useful: the chapters on Sprites, Threading, Audio, and Scripting. Although the book is very brief on these subjects ( especially threading ), it does give you a lot to go on. I would definitely suggest this to anyone looking to make a more advanced 2d engine, but if you're looking for a book on advanced 2d game techniques, this isn't the one- This book is based on engine design.
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4 of 5 people found the following review helpful:
5.0 out of 5 stars Best title on the subject to date, July 24, 2008
This review is from: Advanced 2D Game Development (Paperback)
This is a fabulous addition to the Beginning Game Programming, Second Edition by the same Author. The main reason why I purchased this new book was because of his fantastic teaching style and the speed at which I progressed. Most books are so dry that you need to dip them in water or literally smack yourself with them to stay interested. In the end, you are left with gaps in your knowledge and most of the time cant get out of your own way. Which leaves you more often than not back looking for another text.

After finishing the first book, I had the complete confidence to create a couple of 2D games on my own and a better picture of how to use the API . It was definitely money well spent the first time around. This second title ups the ante and is now the spring board for developing a complete and powerful 2D engine from scratch with the focus being engine design & architecture. By the end of the read your confidence and ability to create just about any 2D game of choice should easily be within your reach.

Being that this is an advanced title, I would suggest getting the Beginner companion to this text mentioned above as this makes for an excellent reference and starts off at a joggers pace if your a beginner. Intermediates can still benefit from the text because good 2D information and techniques are hard to come by.

Jonathan seems definitely dedicated to the genre and the results of both books reflect best of breed IMO. Going from beginner to intermediate/advanced very quickly is highly likely armed with both at your side. Highly recommended.

Lastly, as a bonus the author is totally accessible and is fully immersed within the game development community with his own forum. This is not a forum just for the book but a fully dedicated community for game programming in general. Having access to the author along with updates and tips to the engine developed within the book makes the price a steal.

Why are you still reading this? Buy it already.

As for the negative reviews, game programming isn't for everyone or maybe your just too advanced? Although, it would help if "someone" actually "read" the book and not skimmed through it.

So if your looking for an "Easy Button" you might want to try Staples.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
threads library, particle emitter, target angle, audio classes, engine modifications, initializing console, collision demo, pragma once namespace, sprite sheet, int wheel, int button, lua script, delete console, sprite rendering, sprite class, engine folder, entity manager, collision testing, game loop, game engine, int key, engine project, thread function, linker options, bool value
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Creating the Engine Project, Math Class, Introducing Lua, Raising Happy Sprites, Processor Throttling, Direct Lighting, Cross Product, Adding Mesh Support, Rendering Sprites, Project Options, Rendering Meshes, Cancel Figure, The Lost Colony, Course Technology, Open the Project, Task Manager, Window Help, Bitmap Font Builder, Configuration Properties, Using the New Font Class, Hello World, Standard Library, Ogg Vorbis, Beginning Game Programming, Drop-Down Console
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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