Self-Help Books from Cengage Learning PTR

Advanced 2D Game Development

Advanced 2D Game Development

ISBN 13: 9781598633429

ISBN 10: 1598633422

Author: Jonathan S. Harbour

Pages: 336

Published: 06/09/2008

Print Book Price: $49.99 Add to cart

eBook Price: $24.14 Add to cart

eBook Download Instructions

Companion downloads

Get ready to build a complete, professional-quality 2D game engine from start to finish! "Advanced 2D Game Development" is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter. Through the creation of the game engine, you'll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development.
Note*: If you are buying the e-book version of this product, any CD/DVD supplement files referenced throughout the book can be accessed for free at our Companion Downloads page.
  • Collision detection techniques.
  • 32-bit artwork and runtime alpha manipulation.
  • Sprite entity system.
  • Math topics, such as linear velocity and targeting.
  • The accompanying CD-ROM includes source code, example games, a scripting library, and more.
Author Bio
Jonathan S. Harbour
Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony ( and Aquaphobia: Mutant Brain Sponge Madness (
cover image - Advanced 2D Game Development
Table of Contents
Chapter 1: Building a 2D Game Engine;

Chapter 2: 3D Rendering;

Chapter 3: 2D Rendering;

Chapter 4: Animation;

Chapter 5: Input;

Chapter 6: Audio;

Chapter 7: Entities;

Chapter 8: Fonts;

Chapter 9: Physics;

Chapter 10: Math;

Chapter 11: Threading;

Chapter 12: Scripting;

Chapter 13: Games