Isbn: 9798173212610 - build a complete 2d game in c with raylib 6.0: a hands-on guide to game programming, physics, ai and game architecture (3 risultati)

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Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
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EUR 32,32
EUR 5,88 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 44,43
EUR 35,00 spedizioneSpedito da Germania a U.S.A.Quantità: 2 disponibili
Taschenbuch. Condizione: Neu. Neuware - Master the absolute core of interactive software engineering by stripping away heavy engine abstractions and building a complete 2D action game from scratch using the C programming language and the raylib 6.0 framework.Build a Complete 2D Game in C with raylib 6.0: A Hands-On Guide to Game Programming, Physics, AI and Game Architecture is a comprehensive reference manual designed for computer science students, software engineers, and indie developers who want to demystify the mechanics operating beneath commercial video games. Rather than relying on disconnected, trivial projects, this book follows a single-project methodology, guiding you step-by-step from a blank window to a fully packaged, professional-grade game.What You Will Learn Inside- Core Toolchain & Architecture: Set up your C compiler toolchain (GCC/Clang), compile raylib 6.0 from source, structure a professional project directory, and manage your codebase with Git.- The Deterministic Game Loop: Master engine states, frame-rate independence via delta time (GetFrameTime), memory management, and 2D camera tracking with deadzones.- Responsive Player Controllers: Handle multi-device input mapping (keyboard, mouse, gamepads with deadzones), Euler integration, acceleration, friction, jump buffers, coyote time, and a robust player state machine.- Dynamic Combat Systems: Build modular combat stats (health, damage, stamina), dual-box hitboxes and hurtboxes, multi-phase melee timing windows, object-pooled ranged projectiles, knockback vectors, and invincibility (I-Frames).- Artificial Intelligence & Enemies: Program enemy data structures, line-of-sight raycasting, stateful behaviors (patrol, chase, attack, flee), telegraphing mechanics, and multi-phase boss fights.- Collision & World Physics: Implement Axis-Aligned Bounding Box (AABB) detection, penetration manifolds, soft collision push-back mechanics, and efficient tile-based grid collisions.- Polish, Optimization & Release: Build custom spritesheet animation controllers, particle systems, audio managers, binary save/load serialization, CPU/GPU profiling, spatial partitioning, and packaging pipelines for public release.Stop merely using tools and become a creator of systems. Whether you are looking to sharpen your systems programming capabilities or master low-level game architecture, this hands-on manual equips you with the technical mastery to bend hardware to your creative will.…

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- Print on Demand
Da: California Books, Miami, FL, U.S.A.California Books
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 30,92
Spedizione gratuitaSpedito in U.S.A.Quantità: Più di 20 disponibili
Condizione: New. Print on Demand.