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The MonoGame framework provides an incredible canvas for the programmer to create their next 2D game, and this book teaches you to make the most of it. You will start from the ground up, beginning with the basics of what MonoGame is, the pipeline, and then how to build a reusable game engine on top of the framework. You will deep dive into various components of each aspect of a game, including graphics, input, audio, and artificial intelligence. The importance of game tooling is also covered. By the end, you will have a mastery level of understanding of how to create a 2D game using MonoGame.
With a fully functional 2D game, aspiring developers will have the ideal blueprint to tackle their next fully featured game. The material covered is applicable for almost any 2D game project ranging from side scrolling adventures to fighting games.
What You Will Learn
Learn to build a game with the MonoGame framework.
Understand game engine architecture and how to build an engine onto the MonoGame framework.
Grasp common design patterns used in game development and in fully featured engines, such as Unity.
Who This Book Is For
Beginner to advanced MonoGame programmer would find this book helpful. The audience is expected to have a working knowledge of C#.
The MonoGame framework provides an incredible canvas for the programmer to create their next 2D game, and this book teaches you to make the most of it. You will start from the ground up, beginning with the basics of what MonoGame is, the pipeline, and then how to build a reusable game engine on top of the framework. You will deep dive into various components of each aspect of a game, including graphics, input, audio, and artificial intelligence. The importance of game tooling is also covered. By the end, you will have a mastery level of understanding of how to create a 2D game using MonoGame.
With a fully functional 2D game, aspiring developers will have the ideal blueprint to tackle their next fully featured game. The material covered is applicable for almost any 2D game project ranging from side scrolling adventures to fighting games.
What You Will Learn
Learn to build a game with the MonoGame framework.
Understand game engine architecture and how to build an engine onto the MonoGame framework.
Grasp common design patterns used in game development and in fully featured engines, such as Unity.
Who This Book Is For
Beginner to advanced MonoGame programmer would find this book helpful. The audience is expected to have a working knowledge of C#.
Jarred Capellman has been professionally developing software for over 13 years and is a Director of Engineering at SparkCognition in Austin, Texas. He started making QBasic text-based games when he was nine years old. He learned C++ a few years later before studying OpenGL with the eventual goal of entering the gaming industry. Though his goal of professionally developing games didn't come to fruition, he continued deep diving into frameworks such as MonoGame, Vulkan, and DirectX as an important part of his free time. When not programming, he enjoys writing music and is working on his DSc in Cybersecurity, focusing on applying Machine Learning to security threats.
Louis Salin has been a developer for more than 15 years in a wide variety of fields, developing on Windows in the early days in C, C++, and eventually C# before working as a developer on Linux-based web applications using different scripting languages, such as Ruby or Python. His early love for coding comes from all the time he spent as a kid copying video games written in Basic from books borrowed from the library. He wrote his first game in high school and took many classes in computer graphics.
Learn to make games from the ground up-understanding the process and framework of MonoGame
Understand how art assets, companion samples, and game project come together
Learn to create useful tooling and pipelines for fast iteration and development cycles
Create both a game and engine as the book progresses
Chapter 1: Introduction.- Chapter 2: Configuring the Dev Environment.- Chapter 3: MonoGame Architecture.- Chapter 4: Planning Your Game Engine .- Chapter 5: Asset Pipeline.- Chapter 6: Input.- Chapter 7: Audio.- Chapter 8: Particles.- Chapter 9: Collision Detection.- Chapter 10: Animations and Text.- Chapter 11: Level Design.-
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xviii
323 S. 106 s/w Illustr. 323 p. 106 illus. |
ISBN-13: | 9781484263082 |
ISBN-10: | 1484263081 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Salin, Louis
Capellman, Jarred |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 19 mm |
Von/Mit: | Louis Salin (u. a.) |
Erscheinungsdatum: | 10.11.2020 |
Gewicht: | 0,522 kg |
Jarred Capellman has been professionally developing software for over 13 years and is a Director of Engineering at SparkCognition in Austin, Texas. He started making QBasic text-based games when he was nine years old. He learned C++ a few years later before studying OpenGL with the eventual goal of entering the gaming industry. Though his goal of professionally developing games didn't come to fruition, he continued deep diving into frameworks such as MonoGame, Vulkan, and DirectX as an important part of his free time. When not programming, he enjoys writing music and is working on his DSc in Cybersecurity, focusing on applying Machine Learning to security threats.
Louis Salin has been a developer for more than 15 years in a wide variety of fields, developing on Windows in the early days in C, C++, and eventually C# before working as a developer on Linux-based web applications using different scripting languages, such as Ruby or Python. His early love for coding comes from all the time he spent as a kid copying video games written in Basic from books borrowed from the library. He wrote his first game in high school and took many classes in computer graphics.
Learn to make games from the ground up-understanding the process and framework of MonoGame
Understand how art assets, companion samples, and game project come together
Learn to create useful tooling and pipelines for fast iteration and development cycles
Create both a game and engine as the book progresses
Chapter 1: Introduction.- Chapter 2: Configuring the Dev Environment.- Chapter 3: MonoGame Architecture.- Chapter 4: Planning Your Game Engine .- Chapter 5: Asset Pipeline.- Chapter 6: Input.- Chapter 7: Audio.- Chapter 8: Particles.- Chapter 9: Collision Detection.- Chapter 10: Animations and Text.- Chapter 11: Level Design.-
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xviii
323 S. 106 s/w Illustr. 323 p. 106 illus. |
ISBN-13: | 9781484263082 |
ISBN-10: | 1484263081 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Salin, Louis
Capellman, Jarred |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 19 mm |
Von/Mit: | Louis Salin (u. a.) |
Erscheinungsdatum: | 10.11.2020 |
Gewicht: | 0,522 kg |