Game development with MonoGame build a 2D game using your own reusable and performant game engine

Create a polished game that includes many levels and fights using MonoGame. This book will show you how to add AI agents and 2D physics into your game, while improving the performance of the game engine. By the end of Game Development with MonoGame, you will have created a game worthy of being publi...

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Detalles Bibliográficos
Otros Autores: Salin, Louis, author (author), Morrar, Rami, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Berkeley, CA : Apress [2022]
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009635713406719
Tabla de Contenidos:
  • Intro
  • Table of Contents
  • About the Authors
  • About the Technical Reviewer
  • Acknowledgments
  • Introduction
  • Chapter 1: Game Performance
  • Measuring Game Performance
  • Inspecting the Game Performance
  • The GameTime Class
  • Controlling the Game's FPS Settings
  • Using Object Pools
  • Conclusion
  • Chapter 2: The Content Pipeline Tool
  • The Content Pipeline Tool
  • The Content Importer
  • The Content Processor
  • The Content Writer
  • The Content Reader
  • Extending the Content Pipeline Tool
  • Creating a Pipeline Extension
  • Adding Logic to Your Extension
  • Loading and Saving Assets
  • Adding Animations to the Content Pipeline
  • Creating the XML Template
  • Creating the TurnLeft Animation Asset
  • Internationalizing Game Text
  • Conclusion
  • Chapter 3: Cameras and Layers
  • Cameras
  • How Cameras Work
  • Adding a Camera to Your Game
  • Making the Camera Travel Up with the Player
  • Conclusion
  • Chapter 4: Level Editor
  • MonoGame.Forms
  • How the Editor Works
  • Creating the GameEditor Project
  • Installing MonoGame.Forms
  • Creating the MonoGame Control
  • Asset Management
  • Using a Better Set of Tiles and Game Objects
  • The MonoGameControl Class
  • Building Your Editor
  • Setting the Stage
  • Adding a Camera
  • Using an Atlas for Your Ground Tiles
  • Adding, Moving, and Removing Objects from Levels
  • Drawing Items on the Screen
  • Adding Game Events
  • Conclusion
  • Chapter 5: Scripting
  • What Is Scripting?
  • Sprite Animation and Sound
  • What Is a Shader?
  • Pausing the Game
  • Circle Struct
  • Displaying Health
  • Setting Up For Debugging
  • Conclusion
  • Chapter 6: Enemy AI and Algorithms
  • Essential Mathematics for Game Movement Logic
  • Sine
  • Circular Motions Using Sine and Cosine
  • Using The Distance Formula To Enable Behavior
  • Other Non-Linear Motion
  • Interactions with the Player
  • Bosses and Patterns.
  • Conclusion
  • Chapter 7: Game State and Gamepad Input
  • Gamepad Detection
  • Game States
  • Conclusion
  • Chapter 8: Packaging The Game with Bells and Whistles
  • Loading in Music and Sound Effects
  • Making a Particle Emitter
  • Lists and What They Do
  • Actual Physics and the Amount of Particles Swaying
  • Packaging The Game
  • Conclusion
  • Chapter 9: Tying It All Together
  • Websites For Collaboration and Assets
  • Itch.io
  • GamedevMarket.net
  • OpenGameArt
  • MonoGame.Net
  • In Conclusion
  • Index.