• Complain

Jarred Capellman - MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine

Here you can read online Jarred Capellman - MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2020, publisher: Apress, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Jarred Capellman MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine
  • Book:
    MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine
  • Author:
  • Publisher:
    Apress
  • Genre:
  • Year:
    2020
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Master the art of game creation with MonoGamethe cross-platform framework of choice for independent developers. Learn the various aspects needed to create your next game by covering MonoGame framework specifics, engine creation, graphics, patterns, and more. The MonoGame framework provides an incredible canvas for the programmer to create their next 2D game, and this book teaches you to make the most of it. You will start from the ground up, beginning with the basics of what MonoGame is, the pipeline, and then how to build a reusable game engine on top of the framework. You will deep dive into various components of each aspect of a game, including graphics, input, audio, and artificial intelligence. The importance of game tooling is also covered. By the end, you will have a mastery level of understanding of how to create a 2D game using MonoGame. With a fully functional 2D game, aspiring developers will have the ideal blueprint to tackle their next fully featured game. The material covered is applicable for almost any 2D game project ranging from side scrolling adventures to fighting games.What You Will Learn - To build a game with the MonoGame framework. - Understand game engine architecture and how to build an engine onto the MonoGame framework. - Grasp common design patterns used in game development and in fully featured engines, such as Unity.Who This Book Is ForBeginner to advanced MonoGame programmer would find this book helpful. The audience is expected to have a working knowledge of C#.

Jarred Capellman: author's other books


Who wrote MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine? Find out the surname, the name of the author of the book and a list of all author's works by series.

MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Jarred Capellman and Louis Salin MonoGame Mastery Build a Multi-Platform 2D - photo 1
Jarred Capellman and Louis Salin
MonoGame Mastery
Build a Multi-Platform 2D Game and Reusable Game Engine
1st ed.
Jarred Capellman Cedar Park TX USA Louis Salin Cedar Park TX USA Any - photo 2
Jarred Capellman
Cedar Park, TX, USA
Louis Salin
Cedar Park, TX, USA

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-6308-2 . For more detailed information, please visit http://www.apress.com/source-code .

ISBN 978-1-4842-6308-2 e-ISBN 978-1-4842-6309-9
https://doi.org/10.1007/978-1-4842-6309-9
Jarred Capellman, Louis Salin 2020
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 1 New York Plaza, Suite 4600, New York, NY 10004-1562, USA. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

To my wife, Amy, for always supporting me through thick and thin.

Jarred Capellman

To my kids, in the hope that they pursue their dreams.

Louis Salin

Introduction

Building video games has an undeniable appeal in the imagination of many people coming from various backgrounds. Many children want to be game designers when they grow up and many programmers have learned the art of writing code thinking that they would, one day, create their own game.

Creating a video game is both an expressive art form and a series of logical challenges that must be solved. A game programmer needs to be creative while materializing the content of their imagination on a computer monitor, and at the same time, they must constantly solve the many physical constraints placed upon them as they shape their game. For those of us that enjoy solving problems and have a penchant for art, this is a dream field, whether as a hobby or, professionally, as a full-time job.

There has never been a better time for regular people than today to write video games! While hobbyists around the world have built games since the 1970s, the amount of deep technical knowledge required has diminished and the barrier of entry has dropped much lower in the last few years. Game tooling and game engines now abstract away the complexities of getting something drawn on a screen, while computers have gotten so powerful that programmers do not have to be so precise anymore in the way they handle memory management and the game performance. Furthermore, getting a video game published on gaming consoles and computers has become much more accessible today to anyone with the perseverance to bring their game to completion, as can be seen with the sheer number of indie games found on the market.

Software developers today have a wide array of technologies to choose from when building their game. One of these choices is MonoGame, a framework for creating powerful cross-platform games.

In this book, we aim to take experienced C# programmers through a journey as we explain game development basics and build a small two-dimensional vertical shooter video game from scratch, using MonoGame as our framework. By the end of this book, our readers will not only have built a reusable game engine that they will be able to use in their future games, but they will also have gained valuable knowledge to give them a leg up in their future projects, whatever framework or engine they decide to use.

Acknowledgments
There were two big drivers for bringing me to focus my career on programming. The first being my father who handed me a QBasic book when I was 9 years old. He supported my passion for programming throughout my childhood, buying books and updated versions of Visual Basic and Visual C++ every release. The other was John Carmack. When I first played Wolfenstein 3D in 1992, I was mesmerized at how immersive the game was. A few years later seeing John Carmack on the cover of the Wired magazine, reading how he and John Romero had created and transformed the first-person-shooter genre, I knew I wanted to achieve that level of impact in my career.

Jarred Capellman

Many events in my life brought me to this point, where I get to thank the people who have helped me and believed in me. My father bought me my first computer and enrolled me in a Basic class in sixth grade, where I learned how to draw lines and circles on the screen.

Years later, Richard Egli, my computer graphics professor in college, brought me to my first SIGGRAPH conference where I learned how deep the rabbit hole goes. Thank you for believing in me.

Finally, Id like to thank Jarred, my coauthor, for giving me a chance to help him write this very book.

Louis Salin

Table of Contents
About the Authors
Jarred Capellman
has been professionally developing software for over 14 years and is Director - photo 3

has been professionally developing software for over 14 years and is Director of Engineering at SparkCognition in Austin, Texas. He started making QBasic textbased games when he was 9 years old. He learned C++ a few years later before studying OpenGL with the eventual goal of entering the gaming industry. Though his goal of professionally developing games didnt come to fruition, he continued deep diving into frameworks such as MonoGame, Vulkan, and DirectX as an important part of his free time. When not programming, he enjoys writing music and is working on his DSc in Cybersecurity, focusing on applying machine learning to security threats.

Louis Salin
has been a developer for more than 15 years in a wide variety of fields - photo 4

has been a developer for more than 15 years in a wide variety of fields, developing on Windows in the early days in C, C++, and eventually C# before working as a developer on Linux-based web applications using different scripting languages, such as Ruby and Python. His early love for coding comes from all the time he spent as a kid copying video games written in Basic from books borrowed from the library. He wrote his first game in high school and took many classes in computer graphics.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine»

Look at similar books to MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine»

Discussion, reviews of the book MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game Engine and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.