Build Your Own 2D Game Engine and Create Great Web Games
Build Your Own 2D Game Engine and Create Great Web Games
Using HTML5, JavaScript, and WebGL2
Pavleas, Jebediah; Sung, Kelvin; Munson, Matthew; Pace, Jason
APress
12/2021
741
Mole
Inglês
9781484273760
15 a 20 dias
1429
Sub-Topics
? Introduction to the IDE
? Development environment setup
? Guide to use the book
? References
Chapter 2: Working with HTML5 and WebGL2
Sub - Topics
? HTML5 canvas for drawing
? Project organization
? Elementary drawing with WebGL2
? Abstraction with JavaScript objects
? Working with shaders and controlling the color
Chapter 3: Transformation and World Coordinate
Sub-Topics:
? Renderable: encapsulating drawing
? Transforming a renderable object
? Encapsulating the transform operator
? View and projection transform and the viewport
? The camera
Chapter 4: Common Components of a Game Engine
Sub-Topics:
? The game loop
? Keyboard input
? Resource management and asynchronous loading
? Game levels and scene files
? Scene objects
? Audio support
Chapter 5: Working with Texture, Sprites, and Fonts
Sub-Topics:
? Texture mapping and texture coordinates
? Drawing with sprite sheets
? Sprite animations
? Fonts and drawing of text
Chapter 6: Behaviors and Collisions
Sub-Topics:
? Abstraction of game objects
? Elementary behavior: chasing
? Collision between game objects
? Per-pixel accurate collisions
Chapter 7: Camera Manipulations
Sub-Topics:
? Basic camera manipulations
? Manipulation with interpolations
? Camera shake effect
? Working with multiple cameras
? Mouse input through the cameras
Chapter 8: Illumination and Shadow
Sub-Topics:
? Ambient light
? Point light sources
? Multiple light sources and distance attenuation
? Diffuse reflections and normal mapping
? Specular reflections and materials
? Directional and spot lights
? Simulation of shadows
Chapter 9: Physics
Sub - Topics:
? Physics engine and rigid shapes
? Broad-phase collision detection
? Collision information and separation axis theorem
? Collision between rectangles and circles
? Movement and symplectic Euler integration
? Resolving collisions
? Support for rotations
? Physics engine presets: wood, mud, ice, and dirt
Chapter 10: Particle Systems and Stenciling
Sub-Topics:
? Particles and effects
? Particle emitters
? Particle system presets: fire, smoke, snow, dust, and explosion
? Stencils
Chapter 11: Supporting Camera Background
Sub-Topics:
? Tiling of the background
? Motion parallax
? Layer management
Chapter 12: Building a Sample Game: From Design to Completion
Sub-Topics:
? Game concept and design
? Integrating a setting: layout and playable space
? Additional elements: interaction model and audio
Sub-Topics
? Introduction to the IDE
? Development environment setup
? Guide to use the book
? References
Chapter 2: Working with HTML5 and WebGL2
Sub - Topics
? HTML5 canvas for drawing
? Project organization
? Elementary drawing with WebGL2
? Abstraction with JavaScript objects
? Working with shaders and controlling the color
Chapter 3: Transformation and World Coordinate
Sub-Topics:
? Renderable: encapsulating drawing
? Transforming a renderable object
? Encapsulating the transform operator
? View and projection transform and the viewport
? The camera
Chapter 4: Common Components of a Game Engine
Sub-Topics:
? The game loop
? Keyboard input
? Resource management and asynchronous loading
? Game levels and scene files
? Scene objects
? Audio support
Chapter 5: Working with Texture, Sprites, and Fonts
Sub-Topics:
? Texture mapping and texture coordinates
? Drawing with sprite sheets
? Sprite animations
? Fonts and drawing of text
Chapter 6: Behaviors and Collisions
Sub-Topics:
? Abstraction of game objects
? Elementary behavior: chasing
? Collision between game objects
? Per-pixel accurate collisions
Chapter 7: Camera Manipulations
Sub-Topics:
? Basic camera manipulations
? Manipulation with interpolations
? Camera shake effect
? Working with multiple cameras
? Mouse input through the cameras
Chapter 8: Illumination and Shadow
Sub-Topics:
? Ambient light
? Point light sources
? Multiple light sources and distance attenuation
? Diffuse reflections and normal mapping
? Specular reflections and materials
? Directional and spot lights
? Simulation of shadows
Chapter 9: Physics
Sub - Topics:
? Physics engine and rigid shapes
? Broad-phase collision detection
? Collision information and separation axis theorem
? Collision between rectangles and circles
? Movement and symplectic Euler integration
? Resolving collisions
? Support for rotations
? Physics engine presets: wood, mud, ice, and dirt
Chapter 10: Particle Systems and Stenciling
Sub-Topics:
? Particles and effects
? Particle emitters
? Particle system presets: fire, smoke, snow, dust, and explosion
? Stencils
Chapter 11: Supporting Camera Background
Sub-Topics:
? Tiling of the background
? Motion parallax
? Layer management
Chapter 12: Building a Sample Game: From Design to Completion
Sub-Topics:
? Game concept and design
? Integrating a setting: layout and playable space
? Additional elements: interaction model and audio