Chapter 12
Ten Concepts Behind simpleGame
In This Chapter
How the canvas forms the basis of the game engine
Mathematical foundations of gaming like angles and vectors
How a game engine manages frame rate
Adding custom event handlers for touch interface
How collisions and boundary events work
The simpleGame library is designed to be easy to use. Like most code libraries, it simplifies sometimes complex code. You can use simple Game just fine without understanding how it works, but at some point, you’ll need to know how the various technologies work. In this chapter, I show some of the key concepts used to create the simpleGame engine.
Many of the ideas are code, but some are really math concepts. If you’ve ever asked your math teacher when you would use math, game programming is at least one answer. A game programmer really needs to have a solid grasp of math, at least some algebra, geometry, and trigonometry. It’s even better to have some knowledge of linear algebra, statistics, ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access