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Jebediah Pavleas - Learn 2D Game Development with C#

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Jebediah Pavleas Learn 2D Game Development with C#

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2D games are hugely popular across a wide range of platforms and the ideal place to start if youre new to game development. With Learn 2D Game Development with C#, youll learn your way around the universal building blocks of game development, and how to put them together to create a real working game.
C# is increasingly becoming the language of choice for new game developers. Productive and easier to learn than C++, C# lets you get your games working quickly and safely without worrying about tricky low-level details like memory management. This book uses MonoGame, an open source framework thats powerful, free to use and easy to handle, to further reduce low-level details, meaning you can concentrate on the most interesting and universal aspects of a game development: frame, camera, objects and particles, sprites, and the logic and simple physics that determines how they interact.

In each chapter, youll explore one of these key elements of game development in the context of a working game, learn how to implement the example for yourself, and integrate it into your own game library. At the end of the book, youll put everything youve learned together to build your first full working game! And whats more, MonoGame is designed for maximum cross-platform support, so once youve mastered the fundamentals in this book, youll be ready to explore and publish games on a wide range of platforms including Windows 8, MAC OSX, Windows Phone, iOS, Android, and Playstation Mobile. Whether youre starting a new hobby or considering a career in game development, Learn 2D Game Development with C# is the ideal place to start.

What youll learn
  • Know your way around the world of game design and the process of designing a game from scratch.
  • Understand the basic architecture of a 2D game engine and develop your own game library.
  • Work with the MonoGame framework and use it to build your own 2D interactive games.
  • Learn and implement simple in-game pseudo autonomous behaviors.
  • Understand and implement the math and physics underlying realistic game interactions.
  • Give your game impact with graphic effects, and audio and special effects.
Who this book is for

This book is perfect for game enthusiasts, hobbyists, and anyone who is interested in building interactive games but is unsure of how to begin. It assumes no background in computer graphics or game development, but readers should be familiar with C# or another object-oriented language.

Table of Contents
  1. Introducing 2D Game Development in C#
  2. Getting to Know the MonoGame Framework
  3. 2D Graphics, Coordinates, and Game State
  4. Getting Things Moving
  5. Pixel-Accurate Collisions
  6. Game Object States and Semiautonomous Behaviors
  7. Sprites, Camera, Action!
  8. Particle Systems
  9. Building Your First 2D Game











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Learn 2D Game Development with C#

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Jebediah Pavleas

Jack Keng-Wei Chang

Kelvin Sung

Robert Zhu

Learn 2D Game Development with C - image 3

Learn 2D Game Development with C#

Copyright 2013 by Jebediah Pavleas, Jack Keng-Wei Chang, Kelvin Sung, and Robert Zhu

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publishers location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.

ISBN-13 (pbk): 978-1-4302-6604-4

ISBN-13 (electronic): 978-1-4302-6605-1

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.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

President and Publisher: Paul Manning

Lead Editor: Gwenan Spearing

Technical Reviewer: Felipe Ramos

Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Louise Corrigan, Jim DeWolf, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade, Steve Weiss, Tom Welsh

Coordinating Editor: Mark Powers

Copy Editor: Brendan Frost

Compositor: SPi Global

Indexer: SPi Global

Artist: SPi Global

Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail . 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.

For information on translations, please e-mail .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales .

Any source code or other supplementary material referenced by the author in this text is available to readers at www.apress.com/9781430266044 . For detailed information about how to locate your books source code, go to www.apress.com/source-code/ .

To my mother, Diana, and my sisters, Niyama, Minda, and Mariah, for their unwavering support throughout my life.

Jebediah Pavleas

To my mother, father, and my brother.

Jack Chang

To my wife, Clover, and our girls, Jean and Ruth.

Kelvin Sung

To my wife, Jane, and our daughters, Jacqueline and Angie, as well as my inspirational leaders, Darren Laybourn and Laura Butler for their strong support on Microsoft technology.

Robert Zhu

Contents at a Glance

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About the Authors

Jebediah Pavleas is a graduate student in the Computer Science and Software Engineering program at the University of Washington Bothell (UWB). He received a Bachelor of Science in 2012 and was the recipient of the Chancellors Medal for his class. During his time as an undergraduate he took a great interest in both computer graphics and games. His projects included an interactive math application that utilizes Microsofts Kinect sensor to teach algebra, a 2D role-playing game designed to teach students introductory programming concepts, and a website where students can compete in various mini-games to control checkpoints around campus. Relating to these projects, he coauthored publications in IEEE Computers and The Journal of Computing Sciences in Colleges (CCSC). When not working towards his graduate degree, he enjoys designing, building, and playing games of all kinds as well as adapting technology for improved accessibility. A university student in computer science, he is interested in working as a game programmer, focusing on accessibility.

Jack Keng-Wei Chang is working on an MS in computer science and software engineering. He builds Kinect software for teaching math.

Kelvin Sung is a Professor with the Computing and Software Systems at University of Washington Bothell (UWB). He received his Ph.D. in Computer Science from the University of Illinois at Urbana-Champaign in 1992. His background is in computer graphics, hardware, and machine architecture. He came to UWB from Alias|Wavefront (now part of Autodesk) in Toronto, where he played a key role in designing and implementing the Maya Renderer, an Academy Award-winning image generation system. Before joining Alias|Wavefront, Kelvin was an Assistant Professor with the School of Computing, National University of Singapore. Kelvins research interests are in studying the role of technology in supporting human communication. Funded by Microsoft Research and the National Science Foundation, Kelvins recent work focused on the intersection of video game mechanics, real-world problems, and mobile technologies. Kelvin teaches both undergraduate and graduate classes in Computer Graphics, Game Development, and Mobile Computing.

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