< Guide to Game Development

Categories

The general set up that most games fit around
Basic Math, Vectors, Matrices, Trigonometry, Calculus, Quaternions
The drawing of the objects in the scene, e.g. the player, enemies, terrain, boxes
  • Transformations
Translation, Scale, Rotation
    • Pose
Poses and Coordinate frames
  • Camera
The view-port that the game is viewed from. Perspective & Orthographic projects.
The Lighting that's cast onto the scene. Ambient, Diffuse, Specular lighting, Normal vectors and Lightmaps.
The menus that the user navigates and the displays that appear on top of the game to display statistics like health.
How all of the entities in the game collide with each other and the terrain.
The physics/mechanics behind the motion, forces and gravity.
  • Textures
How textures are loaded, stored and placed onto geometry.
  • Shaders and Graphic pipelines
How the geometry, camera and lighting in a scene gets processed from the scene to the screen.
  • Artificial Intelligence
Programming of intelligence into a computer/bot/enemy.
Path finding algorithms used by AI
  • Animations
In game animations
  • User inputs
How you handle user inputs and how they affect things in the game
The topic of different types of game genres and how to create for that genre
Everything else to do with theory

Youtube:

Wikipedia:

This article is issued from Wikibooks. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.