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Mario Kasuba - Lua Game Development Cookbook

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Mario Kasuba Lua Game Development Cookbook
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Over 70 recipes that will help you master the elements and best practices required to build a modern game engine using Lua

About This Book
  • Discover how to solve common and less common problems in game mechanics
  • Learn about modern computer graphics, sounds, physics, artificial intelligence and much more
  • Packed with loads of practical examples, step-by-step instructions, and supporting explanations to help you build a modern game engine using Lua
Who This Book Is For

This book is for all programmers and game enthusiasts who want to stop dreaming about creating a game, and actually create one from scratch.

The reader should know the basics of programming and using the Lua language. Knowledge of the C/C++ programming language is not necessary, but its strongly recommended in order to write custom Lua modules extending game engine capabilities or to rewrite parts of the Lua code into a more efficient form.

Algebra and matrix operations are required in order to understand advanced topics in Chapter 4, Graphics Legacy Method with OpenGL 1.x-2.1 and Chapter 5, Graphics Modern Method with OpenGL 3.0+.

Sample demonstrations are coupled with binary libraries for Windows and Linux operating systems for convenience.

What You Will Learn
  • Set up OpenGL graphics along with GLSL shaders
  • Use lighting and graphical effects
  • Create animated game characters using Box2D library
  • Load and use textures, fonts, and 3D models
  • Design and implement a graphical user interface
  • Integrate simple Artificial Intelligence for pathfinding
  • Implement networking support
  • Use data structures in programming
In Detail

The Lua language allows developers to create everything from simple to advanced applications and to create the games they want. Creating a good game is an art, and using the right tools and knowledge is essential in making game development easier.

This book will guide you through each part of building your game engine and will help you understand how computer games are built. The book starts with simple game concepts used mainly in 2D side-scroller games, and moves on to advanced 3D games. Plus, the scripting capabilities of the Lua language give you full control over game.

By the end of this book, you will have learned all about the components that go into a game, created a game, and solved the problems that may arise along the way.

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Lua Game Development Cookbook

Lua Game Development Cookbook

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: July 2015

Production reference: 1200715

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84951-550-4

www.packtpub.com

Credits

Author

Mrio Kauba

Reviewers

Victor Andrade de Oliveira

Anthony Zhang

Commissioning Editor

Sarah Cullington

Acquisition Editor

Kevin Colaco

Content Development Editor

Govindan K

Technical Editor

Vivek Arora

Copy Editors

Merilyn Pereira

Laxmi Subramanian

Project Coordinator

Sanjeet Rao

Proofreader

Safis Editing

Indexer

Rekha Nair

Graphics

Jason Monteiro

Abhinash Sahu

Production Coordinator

Manu Joseph

Cover Work

Manu Joseph

About the Author

Mrio Kauba achieved a master's degree in applied informatics at Slovak Technical University in Bratislava, where he used the Lua language in 3D robotics simulations and developed various multimedia applications along with a few computer games.

Currently, he is the co-owner and chief information officer of an IT Academy company, while he also leads courses on C/C++, PHP, Linux, Databases, Typo3, Silverstripe CMS, VMware virtualization, and the Microsoft Windows Server operating system.

He also works as the head web developer and system administrator for the web portal http://www.rodinka.sk/.

I would like to acknowledge the support provided by my family, friends, and colleagues. I am particularly grateful to the members of the Lua users community who helped me with the reviewing process. I would also like to thank the staff at Packt Publishing for their guidance and valuable support.

About the Reviewer

Victor Andrade de Oliveira is a Brazilian computer engineer who graduated from the Institute for Higher Studies of the Amazon (IESAM) with a vast knowledge of the Lua language and has worked for more than 5 years in the development of interactive and embedded applications for Gingathe middleware of the Japanese-Brazilian Digital TV System (ISDB-TB) and ITU-T Recommendation for IPTV services.

Anthony Zhang is a programmer, electronics hobbyist, and digital artist who has an unhealthy obsession with robotics. If you want to hear him talk for hours on end, ask him something about AI, physical computing, obscure processor functionality, and computer graphics. These days, you'll find him working on video games, doing ridiculous things with microcontrollers, and attempting to add LEDs where they don't belong.

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Preface

Game development is one of the most complex processes in the world as it requires a wide set of skills such as programming, math, physics, art, sound engineering, management, marketing, and many more. Even with modern technologies, it may take from a few hours to several years to create a game. This depends on the game complexity and tools available.

Computer games are usually based on a mix of simple concepts, which are turned into an enjoyable experience. The first step in making a good game is a game prototype. These can be made with the help of various game engines. However, learning how to use a game engine to the full extent may require you to study how it actually works. This way you have to rely on the available documentation and features that the game engine provides. Many game engines today provide a scripting language as a tool to implement certain game mechanics or to extend the game engine itself with new features.

The Lua programming language is gaining popularity in the game industry mainly due to its simplicity and efficiency. Most of the time, it's used only for simple tasks such as NPC dialogs, user interface, or custom game events. However, with additional Lua modules, you can create your own full-fledged game engine that can use almost all the capabilities of the modern computer hardware.

In this book, you'll find a set of recipes with solutions to the most common problems you may encounter while creating games with the Lua language.

The best way to learn something is to play with it. Therefore, each recipe is paired with simple demo applications that will help you understand the topic covered. You may even use these demo samples to create your own game prototype in no time.

All sample applications are available in the digital content of this book.

What this book covers

, Basics of the Game Engine , covers important algorithms and the basic design of a game engine written in the Lua programming language, as well as LuaSDL multimedia module preparation, which is the main part of all the recipes in this book.

, Events , deals with handling input events that are an important part of any game engine.

, Graphics Common Methods , contains basic concepts used in computer graphics. You'll learn how to initialize the graphics mode, use basic OpenGL functions, load images, create textures, and draw text on the screen.

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