Guide to Game Development/Theory
Jump to navigation Jump to search
Categories[edit | edit source]
- 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
- Translation, Scale, Rotation
- Poses and Coordinate frames
- 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.
- How textures are loaded, stored and placed onto geometry.
- How the geometry, camera and lighting in a scene gets processed from the scene to the screen.
- Programming of intelligence into a computer/bot/enemy.
- Path finding algorithms used by AI
- In game animations
- 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
External Links[edit | edit source]
- Math for Game Developers by Jorge Rodriguez - A Youtube series teaching you about the maths behind game development.
- 3D Physics Engine Tutorial by thebennybox
- Coding Math - A Youtube channel that links mathematics with coding.
- Extra Credits - A Youtube channel that discusses the theory of games and game design/development.