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|a 10.1007/978-1-4842-6309-9
|2 doi
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|b Springer
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|b C37 2020
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|a Capellman, Jarred,
|e author.
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1 |
0 |
|a MonoGame mastery :
|b build a multi-platform 2D game and reusable game engine /
|c Jarred Capellman, Louis Salin.
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264 |
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1 |
|a Berkeley, CA :
|b Apress,
|c [2020]
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300 |
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|a 1 online resource (xviii, 323 pages) :
|b illustrations
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|a text
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|b PDF
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|a Includes index.
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520 |
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|a Master the art of game creation with MonoGame--the cross-platform framework of choice for independent developers. Learn the various aspects needed to create your next game by covering MonoGame framework specifics, engine creation, graphics, patterns, and more. The MonoGame framework provides an incredible canvas for the programmer to create their next 2D game, and this book teaches you to make the most of it. You will start from the ground up, beginning with the basics of what MonoGame is, the pipeline, and then how to build a reusable game engine on top of the framework. You will deep dive into various components of each aspect of a game, including graphics, input, audio, and artificial intelligence. The importance of game tooling is also covered. By the end, you will have a mastery level of understanding of how to create a 2D game using MonoGame. With a fully functional 2D game, aspiring developers will have the ideal blueprint to tackle their next fully featured game. The material covered is applicable for almost any 2D game project ranging from side scrolling adventures to fighting games. You will: Learn to build a game with the MonoGame framework. Understand game engine architecture and how to build an engine onto the MonoGame framework. Grasp common design patterns used in game development and in fully featured engines, such as Unity.
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505 |
0 |
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|a Chapter 1: Introduction -- Chapter 2: Configuring the Dev Environment -- Chapter 3: MonoGame Architecture -- Chapter 4: Planning Your Game Engine -- Chapter 5: Asset Pipeline -- Chapter 6: Input -- Chapter 7: Audio -- Chapter 8: Particles -- Chapter 9: Collision Detection -- Chapter 10: Animations and Text -- Chapter 11: Level Design.-
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588 |
0 |
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|a Online resource; title from PDF title page (SpringerLink, viewed February 1, 2021).
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
|
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|a Video games
|x Programming.
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|a Software engineering.
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|a Jeux vidéo
|x Programmation.
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|a Génie logiciel.
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|a Software engineering
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|a Salin, Louis,
|e author.
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|i Printed edition:
|z 9781484263082
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|i Printed edition:
|z 9781484263105
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856 |
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|u https://learning.oreilly.com/library/view/~/9781484263099/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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|a Askews and Holts Library Services
|b ASKH
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|a ProQuest Ebook Central
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