1st Edition

2D Graphics Programming for Games

By John Pile,Jr. Copyright 2013
    240 Pages 154 Color & 154 B/W Illustrations
    by A K Peters/CRC Press

    240 Pages 154 Color & 154 B/W Illustrations
    by A K Peters/CRC Press

    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.

    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.


    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.