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Lua Game Development Cookbook
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Index
Thisbookisforallprogrammersandgameenthusiastswhowanttostopdreamingaboutcreatingagame,andactuallycreateonefromscratch.ThereadershouldknowthebasicsofprogrammingandusingtheLualanguage.KnowledgeoftheC/C++programminglanguageisnotnecessary,butit'sstronglyrecommendedinordertowritecustomLuamodulesextendinggameenginecapabilitiesortorewritepartsoftheLuacodeintoamoreefficientform.AlgebraandmatrixoperationsarerequiredinordertounderstandadvancedtopicsinChapter4,Graphics–LegacyMethodwithOpenGL1.x-2.1andChapter5,Graphics–ModernMethodwithOpenGL3.0+.SampledemonstrationsarecoupledwithbinarylibrariesforWindowsandLinuxoperatingsystemsforconvenience.
目錄(98章)
倒序
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Preface
- Chapter 1. Basics of the Game Engine
- Introduction
- Preparing a basic file structure for the game engine
- Making a stack
- Making a queue
- Making a prioritized queue
- Extending ipairs for use in sparse arrays
- Creating Lua modules
- Handling errors with pcall xpcall and assert
- Using Lua with existing projects written in C/C++
- Getting LuaSDL for libSDL 1.2
- Designing the main application loop with LuaSDL
- Chapter 2. Events
- Introduction
- Processing input events with LuaSDL
- Using the keyboard input
- Using the relative mouse position
- Using the absolute mouse position
- Using timers
- Chapter 3. Graphics – Common Methods
- Introduction
- Creating a window in libSDL
- Creating surfaces
- Surfaces manipulation
- Using colors
- Cursor manipulation
- Initializing the graphics mode with OpenGL
- Getting OpenGL information
- Using OpenGL extensions with GLEW and Lua
- Loading images with SDL_image
- Creating textures
- Loading and using bitmap fonts
- Loading and using TrueType fonts
- Displaying the text
- Creating texture atlas with the rover-design pattern
- Using tiles and tilesets in the game
- Chapter 4. Graphics – Legacy Method with OpenGL 1.x–2.1
- Introduction
- Drawing primitives in immediate mode
- Setting up blending
- Moving rotating and scaling objects
- Setting up the orthogonal and perspective cameras
- Setting up materials
- Setting up lighting
- Using display lists
- Setting up the vertex buffer
- Chapter 5. Graphics – Modern Method with OpenGL 3.0+
- Introduction
- Loading and using GLSL shaders
- Using uniform variables with shaders
- Writing a vertex shader
- Writing a fragment (pixel) shader
- Drawing primitives using vertex buffers
- Rendering to texture
- Applying highlights and shadows to the scene
- Bumpmapping
- Chapter 6. The User Interface
- Introduction
- Drawing a simple window
- Moving the window
- Using the window hierarchy
- Showing the part of the window with the stencil test and window content scrolling
- Window controls and interaction
- Chapter 7. Physics and Game Mechanics
- Introduction
- Using Box2D with Lua
- Using vector math
- Choosing the correct vector scaling for the physics engine
- Creating static and dynamic objects
- Setting up object properties
- Moving objects
- Setting up bullets
- Running the physics simulation
- Detecting object collision
- Setting up object collision filtering
- Setting up object joints
- Chapter 8. Artificial Intelligence
- Introduction
- A simple pathfinding algorithm for a maze
- Pathfinding for tile-based environments with obstacles
- Using a fuzzy logic for decision making
- Chapter 9. Sounds and Networking
- Introduction
- Initializing the audio subsystem
- Playing sound samples
- Playing background music
- Network communication with ZeroMQ
- Creating a basic client-server architecture
- Sending messages to many hosts at once
- Communication between threads
- Index 更新時間:2021-07-16 13:23:26
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