- Author: Al Sweigart
- Format: PDF, online HTML
- Price: free ($25 for paperback version)
Invent Your Own Computer Games with Python is a free book that teaches you how to program in the Python programming language. Each chapter gives you the complete source code for a new game, and then teaches the programming concepts from the example.
It was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before.
This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
Chapters include:
- Installing Python
- The Interactive Shell
- Strings
- Guess the Number
- Jokes
- Dragon Realm
- Using the Debugger (new!)
- Flow Charts
- Hangman
- Tic Tac Toe
- Bagels
- Cartesian Coordinates
- Sonar
- Caesar Cipher
- Reversi
- AI Simulation
- Graphics and Animation
- Collision Detection and Input
- Sound and Images
- Dodger
- Differences between Python 2 and 3
- Statements, Functions, and Methods Reference
- Running Python Programs Without Python Installed
- Common Error Messages in Python
http://inventwithpython.com
- Author: Wikibooks, the open-content textbooks collection
- Format: HTML
- Price: free
This book will cover how to write programs for the Super Nintendo Entertainment System. As the CPU of the SNES has a 65c816 core, programming for the SNES is done with 65c816 assembly language. It assumes some basic knowledge on how to use an assembly language, how to use a command prompt, and how to use an emulator.
The book is a work in progress, and there may be incomplete or missing chapters.
Chapters include:
- Introduction to 65816 assembly
- Tutorial:Initializing the SNES and changing the background color
- Tutorial:DMA transfer
- Tutorial:Using tiles and palettes
- Tutorial:Creating graphics for your SNES programs
- Tutorial:Loading SPC700 programs for the SNES sound coprocessor
- Tutorial:Creating music for the SPC700
- Using Pointer Tables
- Tutorial:Using the Super FX chip
http://en.wikibooks.org/wiki/Super_NES_Programming
- Author: Jason Lam
- Format: PDF download, with source
- Price: free
This book is about programming with J2ME on wireless devices with focus on developing games. It is assumed you have some knowledge and programming experience with J2ME and J2SE.
The book does not go into detail on topics like how to make high level GUI menu but does demonstrate what a game menu might look like. Nor will it explain in detail how to use the Record Management System (RMS), but will go over topics that use RMS such as high score and game settings. As well a knowledge and experience with threading will be an asset before proceeding with game development. The book will go over in detail the new game classes that are now included in the MIDP 2.0.
The book also serves as quick reference for Java programmers who are interested in mobile game development. As well, to provide good introduction for experience game developers who developed games in other languages/platforms and are now interested in using J2ME to develop games.
It is a work in progress and not quite complete as of the time of this posting.
Chapters include:
- Overview
- Mobile Game Contraints
- Before Code
- MIDP2 Game Classes
- Math Constraints
- Eliminator: Introduction
- Eliminator: Splash Screen
- Eliminator: Game Menu
- Eliminator: Exception Handling
- Eliminator: Settings & High Score
- Eliminator: Terrain (Scrolling …)
- Eliminator: Player and Bullets
- Eliminator: Change of Scenery
- Eliminator: Enemies & Game Items
- Eliminator: Boss
- Eliminator: Game Extras
- Improving
- Adding Time Trial to Your Game
- Customer Interface
- (more chapters to come)
http://www.jasonlam604.com/books.php
- Author: Nadia Magnenat-Thalmann
- Format: online HTML
- Price: free
This book contains fundamental research in Virtual Human technology. It provides a State-of-the-Art in face and body modeling and cloning, facial and body animation, hair simulation, clothing, image-based rendering, crowd simulation, autonomous behavioral animation etc. More than a dozen of PhDs both from MIRAlab, University of Geneva and VRlab, EPFL, Switzerland have contributed to this book. They have described their recent work taking into account the State-of-the-Art in their field.
Chapters include:
- An overview of Virtual Humans
- Face Cloning and Facial Motion Capture
- Body Cloning and Body Motion Capture
- Anthropomorphic Body Modeling
- Body Motion Control
- Facial Deformation Models
- Body Deformations
- Hair Simulation
- Cloth Simulation
- Expressive Speech Animation and Facial Communication
- Behavioural Animation
- Body Gesture Recognition and Action Response
- Interaction with 3D objects
- Groups and Crowd Simulation
- Rendering of Skin and Clothes
- Standards for Virtual Humans
http://vrlab.epfl.ch/HandbookVHumans/