Introduction to Video Game Engine Development
Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine
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In this chapter, we will see how black, white, and other shades of gray can be represented in Kotlin. This will allow us to modify our program from the previous chapter to show different tile patterns. In maki...
Book
Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine
Video Segment
This segment offers a RedHatOpenshift walkthrough, and instance creation in the redhat dev sanbox website.
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This section covers resources useful when considering logging, obfuscation, encryption, and other security practices when working with your Android applications.
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In this chapter, you will learn:
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In this chapter, we’ll move the project even further along by adding a custom main menu screen to the game. We’ll wire up the main menu and make sure it’s functional. Let’s start things off by taking a look at...
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By now you're probably rather familiar with at least the basic elements of programming in the mighty object-oriented language they call Java. Now is the time to move on to more advanced concepts. We'll start o...
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In the previous chapter, we learned how to iterate over the elements of an array, using a for-loop. This allowed us to automate the coloring of our tiles rather than setting the color of each individually. Now we...
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Congratulations! If you’ve made it this far and have completed Parts 1, 2, and 3 of this text, then you’ve accomplished no small feat. I’d like to take a few moments to step back and look at what we’ve managed...
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This chapter is dedicated to one of the most versatile languages out there: the mighty C#. By now, you are hopefully familiar with the basic syntax of this language and the setting up of an integrated developm...
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When we are writing a program, we may have a piece of information that will need to be referred to from other places in our program. Values and variables are used for this. They are defined using the keywords val
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This chapter is dedicated to the wonders of the Unified Modeling Language, which is a rather ubiquitous tool in software design—and deservedly so. Having only touched the surface of UML previously in this book...
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Data structures are used to store large amounts of information in a program. Kotlin has an exceptionally good library of data structures, with which we will become familiar in this chapter.
Video Segment
This video segment introduces you to the Jakarta EE, its key components and governance model.
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The previous chapters have given us enough basic skills to start on the first of our programming projects. The goal of this project will be to make a statistical analysis of the novels of Jane Austen. For each...
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In this chapter, we will explain the following:
What is a dictionary (Dict) How to create and use dictionaries
Video Segment
This video segment is about need for Jakarta EE and its guiding principles.
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A palindrome is a word that is the same whether written forward or backward, for example, “kayak.” In this chapter, we will find all English words that are palindromes. This will give us further practice with ...
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Part 1 of this book contains a comprehensive review of a 2D game engine written in both Java and C#. Both implementations are included with this text along with full code documentation, 137 unit tests for veri...
Book