Skip to main content
  • Book
  • © 2021

Introduction to Video Game Engine Development

Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine

Apress

Authors:

  • Shows design and implementation of a 2D game engine on two platforms and in two languages
  • Demonstrates abstraction of lower-level code and creation of functionally similar code to overcome platform differences
  • Teaches building a game from the ground up using a simplified tool chain and direct SDK-based game engine
  • 22k Accesses

Buy it now

Buying options

eBook USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (19 chapters)

  1. Front Matter

    Pages i-xxiii
  2. .

    1. Front Matter

      Pages 1-1
    2. MmgBase API Introduction

      • Victor G Brusca
      Pages 3-17
    3. Base Classes

      • Victor G Brusca
      Pages 19-63
    4. Helper Classes

      • Victor G Brusca
      Pages 65-90
    5. Other Classes

      • Victor G Brusca
      Pages 91-100
    6. Advanced Classes

      • Victor G Brusca
      Pages 101-132
    7. Widget Classes

      • Victor G Brusca
      Pages 133-166
    8. Animation Classes

      • Victor G Brusca
      Pages 167-181
    9. Game Screen Classes

      • Victor G Brusca
      Pages 183-202
  3. .

    1. Front Matter

      Pages 203-203
    2. MmgCore API Introduction

      • Victor G Brusca
      Pages 205-208
    3. Static Main Entry Point

      • Victor G Brusca
      Pages 209-237
    4. Dynamic Settings

      • Victor G Brusca
      Pages 239-252
    5. Event Handlers

      • Victor G Brusca
      Pages 253-265
    6. Resource Loading

      • Victor G Brusca
      Pages 267-275
    7. Game Screens

      • Victor G Brusca
      Pages 277-298
  4. .

    1. Front Matter

      Pages 299-299
    2. Game Build Introduction

      • Victor G Brusca
      Pages 301-305
    3. PongClone Project Setup

      • Victor G Brusca
      Pages 307-325

About this book

Start your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java’s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you’ll cover the design and implementation of a 2D game engine in detail. Each class will be reviewed with demonstration code. You’ll gain experience using the engine by building a game from the ground up.

Introduction to Video Game Engine Development reviews the design and implementation of a 2D game engine in three parts. Part 1 covers the low-level API class by class. You’ll see how to abstract lower-level functionality and design a set of classes that interact seamlessly with each other. You’ll learn how to draw objects, play sounds, render text, and more. In Part 2, you’ll review the mid-level API that is responsible for drawing the game, loading resources, and managing user input. Lastly, in Part 3, you’ll build a game from the ground up following a step-by-step process using the 2D game engine you just reviewed.

On completing this book, you’ll have a solid foundation in video game engine design and implementation. You’ll also get exposure to building games from scratch, creating the solid foundation you’ll need to work with more advanced game engines, and industry tools, that require learning complex software, APIs, and IDEs.  

What You Will Learn

  • Gain experience with lower-level game engine APIs and abstracting framework functionality
  • Write application-level APIs: launching the game, loading resources, settings, processing input, and more
  • Discover cross-platform APIs in the game engine projects written in both Java and C#/MonoGame
  • Develop games with an SDK-based game engine and simplified tool chain focused on direct control of the game through code
  • Master creating games by using the game engine to build a game from the ground up with only code and an IDE

Who This Book Is For 

Those of you out there with some programming experience, moderate to advanced, who want to learn how to write video games using modern game engine designs.


Authors and Affiliations

  • Edison, USA

    Victor G Brusca

About the author

Victor Brusca is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. With over 14 years' software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms.

Bibliographic Information

Buy it now

Buying options

eBook USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access