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DarkBASIC Pro Game Programming, Second Edition by Joshua R. Smith, Jonathan S. Harbour

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Summary

This chapter has been a romp through some seriously advanced topics! You first learned about alpha channel transparency and then you learned how to program angular motion to move a sprite realistically in a game. Although the game demonstrated in this chapter was based in space, you can apply the knowledge to any type of game genre, and the calculations here will save you a lot of time that would have been spent setting up sprites to move realistically. Don’t you love a good algorithm?

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