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This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.
This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.
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Daniel Cermak-Sassenrath is former Associate Professor at the IT University, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has taught university courses since 2002 and introductory courses to programming for design students since 2010.
Inhaltsangabe
1. The Process of Programming 2. Hello Game World! 3. Console Output and Comments 4. Variables and Data Types 5. Iteration with the while Loop 6. Conditionals (if, if/else, if/else if) 7. Relational Expressions (e.g. ) and Logical Operators (e.g. &&, ) 8. Math and Arithmetic 9. Short Cuts 10. Type Conversions (Casting and Rounding) 11. Formatting Code 12. Iteration with the for Loop 13. Arrays 14. Functions 15. Movement 16. Basic Collision Detection 17. Drawing Modes and Drawing Lines 18. Polygons and Vertex Functions 19. Colour and Transparency 20. Text and Fonts, and Loading and Saving Data 21. Real Time 22. Images 23. The Processing IDE, Technical Documentation, Debugging and Common Errors 24. Programming Rules of Thumb 25. Classes and Objects 26. Event-Driven Programming and Game Controls 27. Hardware Speed Independence for Movement 28. Sprites, Frame-Based Animation and Timed Events 29. Tiling 30. Scrolling and Split-Screen Displays 31. Movement in Curves 32. Pixel-Perfect Collision Detection 33. Vectors 34. ArrayLists 35. Recursion 36. Basic Game AI and Enemy Behaviour 37. Programming Libraries, and Using an Audio Library
1. The Process of Programming 2. Hello Game World! 3. Console Output and Comments 4. Variables and Data Types 5. Iteration with the while Loop 6. Conditionals (if, if/else, if/else if) 7. Relational Expressions (e.g. ) and Logical Operators (e.g. &&, ) 8. Math and Arithmetic 9. Short Cuts 10. Type Conversions (Casting and Rounding) 11. Formatting Code 12. Iteration with the for Loop 13. Arrays 14. Functions 15. Movement 16. Basic Collision Detection 17. Drawing Modes and Drawing Lines 18. Polygons and Vertex Functions 19. Colour and Transparency 20. Text and Fonts, and Loading and Saving Data 21. Real Time 22. Images 23. The Processing IDE, Technical Documentation, Debugging and Common Errors 24. Programming Rules of Thumb 25. Classes and Objects 26. Event-Driven Programming and Game Controls 27. Hardware Speed Independence for Movement 28. Sprites, Frame-Based Animation and Timed Events 29. Tiling 30. Scrolling and Split-Screen Displays 31. Movement in Curves 32. Pixel-Perfect Collision Detection 33. Vectors 34. ArrayLists 35. Recursion 36. Basic Game AI and Enemy Behaviour 37. Programming Libraries, and Using an Audio Library
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