Game Development Using Python Edition 2
- Publisher
Mercury Learning and Information - Published
8th February 2021 - ISBN 9781683926276
- Language English
- Pages 338 pp.
- Size 7" x 9"
- Request Exam Copy
E-books are now distributed via VitalSource
VitalSource offer a more seamless way to access the ebook, and add some great new features including text-to-voice. You own your ebook for life, it is simply hosted on the vendor website, working much like Kindle and Nook. Click here to see more detailed information on this process.
- Publisher
Mercury Learning and Information - Published
13th January 2021 - ISBN 9781683926252
- Language English
- Pages 338 pp.
- Size 7" x 9"
- Request E-Exam Copy
Library E-Books
We are signed up with aggregators who resell networkable e-book editions of our titles to academic libraries. These editions, priced at par with simultaneous hardcover editions of our titles, are not available direct from Stylus.
These aggregators offer a variety of plans to libraries, such as simultaneous access by multiple library patrons, and access to portions of titles at a fraction of list price under what is commonly referred to as a "patron-driven demand" model.
- Publisher
Mercury Learning and Information - Published
13th January 2021 - ISBN 9781683926269
- Language English
- Pages 338 pp.
- Size 7" x 9"
This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download. New chapters on card games and a side-scroller. The companion files contain all of the resources described in the book, e.g., example code, game assets, video/sound editing software, and color figures. Instructor resources are available for use as a textbook.
FEATURES:
- Teaches basic game development concepts using Python including graphics, sound, artificial intelligence, animation, game engines, collision detection, Web-based games, and more
- Includes code samples using Pygame
- Features new chapters on card games (Ch.11) and building a side-scrolling game (Ch.12)
- Includes a companion disc with example code, games assets, and color figures
1: Introduction to How Games Work
2: Graphics and Images
3: The Game Loop
4: Game AI: Collisions
5: Navigation and Control
6: Sound
7: C2H6O Jet Boat Race
8: Animation
9: C2H6O – Final Steps
10: Networking
11: Cards
12: Platformers: Methods for Building a Side-Scrolling Game
Appendices:
A: A* in Python
B: C2H6O Jet Boat Race Game Design Document
C: The NPC (Boat) Class for the Example Game
Index
James R. Parker, PhD
James R. Parker, PhD is a professor of Art and Digital Media at the University of Calgary. His areas of research include computer games and media art, computer simulation, and educational technology. Dr. Parker is the author of Game Development Using Python, 2/E (Mercury Learning) and The Guide to Simulations and Games (Wiley).