2D Graphics Programming for Games  book cover
1st Edition

2D Graphics Programming for Games

ISBN 9780367380052
Published September 23, 2019 by A K Peters/CRC Press
240 Pages 154 Color & 154 B/W Illustrations

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USD $74.95

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Book Description

The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.

2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film.

The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.

Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution.

Table of Contents

I Getting Started in 2D
About This Book
Why C# and XNA?
Game Development 101
Game Developer Platforms
Book Organization

Basics of Computer Graphics
Bits and Bytes
Double Buffering
Graphic File Formats

What Is a Sprite?
Layering with Depth
The Sprite Sheet and the GPU
Scaling Sprites

II Motion and Depth
Historical Animation
Cel Animation
A Few Principles of Animation
Animation Cycles

Camera and Tiling
A Simple Camera
Simple Camera Zoom
Isometric Tiled Graphics

The Illusion of Depth
A Historical Perspective on Perspective
The Six Principles of Depth
The 6 Principles in Code
Traditional Perspective

User Interface
UI Types
Safe Frames

III Advanced Graphics
Particle Systems
What’s a Particle?
Creating Effects
Blending Types
Types of Effects
An Effects System

GPU Programming
Pixel Modification
Full Screen Pixel Modifications
What Is a Shader
Shader Languages
Pixel Shader Examples

Polish, Polish, Polish!
Sinusoidal Movement
Working with Your Artist
A Conclusion

IV Appendices
Math Review: Geometry

Geometry Primer

Math Review: Vectors
Vectors and Notation
Vector Comparison
Length, Addition, and Subtraction
Unit Vectors and Normalizing a Vector
Standard Unit Vectors and Polar Representation

Math Review: Trigonometry
Triangle Trig
Unit-Circle Trig
Trig as a Collection of Periodic Functions
Translations and Transforms of Trig Functions
Circles and Ellipses
The Tangent Function




Exercises appear at the end of each chapter.

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John Pile, Jr. is an assistant professor of game programming at Champlain College, where he teaches courses in graphics programming, game physics, game networking, and iPhone game development. He has a decade of experience as a game programmer and indie game developer. He was a multiplatform engineer on the team that developed the 2009 BAFTA Scotland Game of the Year, Flock!, and the acclaimed repackaging of CAPCOM’s Final Flight: Double Impact. He earned an MS in computer games technology from the University of Abertay.