Advanced 2D Game Development / Edition 1

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This book is a comprehensive guide to 2D game programming, covering every significant 2D game subject in one volume. It includes coverage of 2D animated sprites, tile-based scrolling, level editing, vector graphics, 2D physics, and the major game genres—real time strategy (Command & Conquer), turn based strategy (Civilization IV), vertical scrolling shoot-em-ups (Mars Matrix), horizontal shoot-em-ups (R-Type), scrolling platform-style games (Mario), and of course, role-playing games (Ultima). It includes discussion of overall game theory and development, explaining how to create a real time strategy game from concept to completion. Readers will create their own professional-quality RTS game using a royalty-free library of RTS artwork, C++, and the cross-platform game library Allegro. In addition to the basic graphics engine (which will run in 2D), this book covers each key feature of an RTS game, including pathfinding, enemy AI, grouping, unit formations, and other related subjects, each covered in a dedicated chapter. Each chapter's skills will be applied to the final game created by the reader. Benefits:
• A 2D book that specifically targets the intermediate-advanced reader
• A complimentary "next step" to Game Programming All in One
• Each chapter covers a dedicated 2D topic, which is applied to the game created by the reader
• Provides programmers with an ideal guide to conquering 2D game development before diving into 3D programming

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Product Details

  • ISBN-13: 9781598633429
  • Publisher: Cengage Learning
  • Publication date: 6/9/2008
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 336
  • Sales rank: 350,726
  • Product dimensions: 7.30 (w) x 9.00 (h) x 1.00 (d)

Meet the Author

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony ( and Aquaphobia: Mutant Brain Sponge Madness (
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Table of Contents

Chapter 1: Building a 2D Game Engine; Chapter 2: 3D Rendering; Chapter 3: 2D Rendering; Chapter 4: Animation; Chapter 5: Input; Chapter 6: Audio; Chapter 7: Entities; Chapter 8: Fonts; Chapter 9: Physics; Chapter 10: Math; Chapter 11: Threading; Chapter 12: Scripting; Chapter 13: Games
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