1st Edition

Introduction to Game Programming using Processing For Designers, Artists, Players, Non-Tech People and Everybody Else

By Daniel Cermak-Sassenrath Copyright 2024
    304 Pages 135 Color & 137 B/W Illustrations
    by CRC Press

    304 Pages 135 Color & 137 B/W Illustrations
    by CRC Press

    This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers its readers to do basic programming, prototyping, creating games and other highly interactive applications, all from scratch and without any prior programming knowledge.  

     

    Using the popular programming language Processing, it describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI and much more. Additional support materials such as code examples and demo programs are available to download from the book’s webpage. 

     

    This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.  

    Foreword

    0. Introduction

    1. Hello game world!

    2. The process of programming

    3. Variables and data types

    4. while loop (non-nested iteration)

    5. if, if/else, if/else if conditionals, nested conditionals

    6. Logical operators, Relational Expressions

    7. Math and arithmetic

    8. Type casting, rounding

    9. Short cuts and formatting code

    10. for loop

    11. while vs. for, nested iteration

    12. Magic Numbers

    13. Randomness

    14. Arrays

    15. Functions, setup() and draw(), custom-made functions

    16. Motion and collision detection

    17. Polygons/line strips

    18. Colour and transparency

    19. Text, fonts

    20. Loading and saving data

    21. Arraylists/collections

    22. Images

    23. Reading technical documentation

    24. Programming rules of thumb

    25. Debugging, common errors, compiler messages

    26. Classes and objects

    27. Event-driven programming

    28. Real time and game speed

    29. The class interface

    30. Manager classes

    31. GUI programming

    32. Recursion

    33. Frame-based animation, sprites

    34. Tiling

    35. Scrolling, split-screen displays

    36. Pixel-perfect collision detection

    37. Basic game AI/enemy behaviour

    38. Audio and sound

    39. Libraries

    40. Version control

    41. Popular programming languages and scripting

    42. Annotated bibliography

    43. Glossary

    44. Index

    45. Bibliography

    Biography

    Daniel Cermak is Associate Professor at the ITU, Copenhagen, member of the Center for Digital Play, and co-head of the Games Group. He teaches in the Game Design track programme. Daniel has been teaching University courses since 2002, and introductory courses to programming for design students since 2010. 

    "Introduction to Game Programming using Processing is a wonderful introduction to programming through the exciting world of game design. It provides a clear and friendly approach to learning fundamental programming concepts, while encouraging readers to pursue their own creativity and passion for digital creation. This guide is essential for anyone who loves games and aspires to create their own through the art of coding!"

    Daniel Shiffman, Associate Arts Professor, Interactive Telecommunications Program (ITP)/Interactive Media Arts (IMA), NYU.