Chapter 1: Introduction.- Chapter 2: Working with HTML5 and WebGL2.- Chapter 3: Transformation and World Coordinate.- Chapter 4: Common Components of a Game Engine.- Chapter 5: Working with Texture, Sprites, and Fonts.- Chapter 6: Behaviors and Collisions.- Chapter 7: Camera Manipulations.- Chapter 8: Illumination and Shadow.- Chapter 9: Physics.- Chapter 10: Particle Systems and Stenciling.- Chapter 11: Supporting Camera Background.- Chapter 12: Building a Sample Game: From Design to Completion.
Kelvin Sung is a Professor with the Computing and Software Systems
Division at University of Washington Bothell (UWB). He received his
Ph.D. in Computer Science from the University of Illinois at
Urbana‐Champaign. Kelvin's background is in computer graphics,
hardware, and machine architecture. He came to UWB from
Alias|Wavefront (now part of Autodesk), where he played a key role
in designing and implementing the Maya Renderer, an Academy
Award‐winning image generation system. At UWB, funded by Microsoft
Research and the National Science Foundation, Kelvin’s work focuses
on the intersection of video game mechanics, solutions to
real‐world problems, and mobile technologies. Together with his
students and colleagues, Kelvin has co‐authored five books: one in
computer graphics (Essentials of Interactive Computer Graphics:
Concepts and Implementations, A.K. Peters, 2008), and the others in
2D game engines (Learn 2D Game Development with C# , APress, 2013;
Build Your Own 2D Game Engine;Create Great Web Games, Apress,
October 2015; Building a 2D Game Physics Engine, APress, 2016; and
Basic Math for Game Development with Unity 3D, Apress 2019).
Jebediah Pavleas is a graduate student in the Computer Science and
Software Engineering program at the University of Washington
Bothell (UWB) as well as an intern on the NExT Enable team at
Microsoft Research. He is also the coauthor of the book Learn 2D
Game Development with C#. He received a bachelor’s of science
degree in 2012 and was the recipient of the Chancellor’s Medal for
his class. During his time as an undergraduate, he took great
interest in both computer graphics and games. His projects included
an interactive math application that utilizes Microsoft’s Kinect
sensor to teach algebra, a 2D role-playing game designed to teach
students introductory programming concepts, and a web site where
students can compete in various mini-games to control checkpoints
around campus. Relating to these projects, he coauthored
publications in IEEE Computers and The Journal of Computing
Sciences in Colleges (CCSC). When not working toward his graduate
degree, he enjoys designing, building, and playing games of all
kinds as well as adapting technology for improved
accessibility.
Matthew Munson is a graduate student in the Computer Science and
Software Engineering program at the University of Washington
Bothell. He received undergraduate degrees in Computer Science and
Software Engineering and Mechanical Engineering at the University
of Washington Bothell in 2020. Matthew is interested in operating
system development, networking, and embedded systems. As a research
assistant Matthew used cloud computing to analyze years of audio
data recorded by hydrophones off the Oregon coast. This data was
used to study the effects of climate change and shipping noise on
marine mammals. Currently, Matthew is working on a networked
augmented reality library that focuses onallowing users to view the
same virtual scene from different perspectives.
Jason Pace has contributed
to a wide range of games as a Producer, Designer, and Creative
Director over 15 years in the interactive entertainment industry,
from ultra-casual puzzlers to Halo. As a Designer Jason builds game
mechanics and systems that start from a simple palette of core
interactions (known as the core gameplay loop), progressively
introducing variety and complexity to create interactive
experiences that engage and delight players while maintaining focus
on what makes each unique game fun.
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