Home
AGK Studio
AGK Tier 2
Milkshape
C++17
Python 3
PHP
Maths
Buy
Overview
Contents
Sample
Downloads
Hands On AppGameKit Studio Volume 2
Contents
Tweening
Sprite Tweening
Text and Character Tweening
Custom Tweening
Chaining Tweens
Skeletons
Spine Models
Animation Construction
Manipulating Bones
Time and Date
AGK2 Time Functions
AGK2 Date Functions
Unix Dates
Creating New Date Functions
Creating GUI Controls
Creating a GUI Button
Creating a Dialog Box
Creating a Checkbox
Creating a Radiobutton
Creating a Frame
SCissor Commands
Creating a Pop Up Menu
Creating a Number Pad
Creating a GUI Function Library
Memblocks
Creating and Accessing Memblocks
Creating a List Data Structure
Image Memblocks
Sound Memblocks
Memblock Images
Creating an Image from a Memblock
Programming a Mandelbrot Image
Zooming In
The Limitations of float Values
2D Physics
Sprite Collisions
Sprite Bounding Areas
World Physics
Attractive and Repulsive Forces
Groups and Categories
2D Ray Casting
The Scene Editor's 2D Physics
2D Physics: Joints
Fixed Joint
Weld Joint
Distance Joint
Mouse Joint
Revolute Joint
Prismatic Joint
Gear Joint
Pulley Joint
Joint Motors
3D Graphics: The Basics
3D Axes
The Left Hand Coordinate System
Lines, Vectors and Planes
Vertices, Edges, and Faces
Front and Back Faces
Model Resolution
3D Primitives
Local and World Axes
Overview of Lighting, Cameras and Textures
Vertex and Face Normals
Normal Mapping
Overview of Shaders
Perspective and Orthogonal Projections
3D Graphics: Objects
AGK2 3D Primitives
Transforming Objects
Quaternion-Based Rotation
Object Tweening
Cameras and Lighting
Creating a Camera Controller
First Person Perspective
Billboarding
Quaternion-Based Rotation
Camera Tweening
Ambient, Directional and Point Lights
Object Reflectivity
Solitaire - The Board Game
Rules of the Game
Using a 3D Cursor
Using Touch Control
Creating Replayable Games
3D Advanced Models
Multi-mesh Models
Meshes and Memblocks
Parent/Child Models
Bones and Animated Models
Quaternion-Related Bone Rotation
3D Extras
Fog
Sky Boxes
Terrain
3D Vectors
3D Ray and Sphere Casts
Shadows
3D Particles
Shaders
3D Physics 1
Setting Up a 3D Physics World
Collision Shapes
Collision Handling
3D Physics Ray and Sphere Casting
3D Physics 2
Joints
Joint Motors
Creating Ragdoll Physics
Using a Character Controller
Using a LAN
Networking Basics
Host and Clients
Sending Messages
Coding DIfferences between Host and Client
Local Variables
Network Broadcasts
Network Timing
Sockets
Accessing a Server
Hypertext Transfer Protocol
Transfering Files
Using Server-Side PHP
Security
A Multi-Player Game
Tic Tac Toe
Setting Up the Network
Taking Turns
Transferring Data
Artifical Intelligence in Games
Artifical Intelligence Overview
The Rules of Gomoku
Implementing the Game
Adding Artifical Intelligence
Scanning Lines
Weighting Possible Moves
Detecting a Win
Data Structures
Queue
Stack
Set