I'm sorry for posting this here, but the forums in which it would have seemed natural to post this question are all locked!
I was just wondering what kind of 2D game programming techniques the book goes over. I'm particularly interested in entity to world collision on tilebased maps, specifically collision and interaction with slanted platforms (a la Super Mario Bros. 3, and nearly every 2D game since 1986), and collision with moving platforms.
The style of the book's introduction (I downloaded the sample chapter linked from iDevGames.com) seems the kind of thing I'd like to read, but as I'm not a windows programmer (indeed, I switched to Mac OSX about a year and a half ago, and haven't looked back), I'm more interested in general theory that could be applied across a spectrum. If the book has 2D collision with slanted platforms I'll buy it immediately. ^_^;;
Thanks,
I was just wondering what kind of 2D game programming techniques the book goes over. I'm particularly interested in entity to world collision on tilebased maps, specifically collision and interaction with slanted platforms (a la Super Mario Bros. 3, and nearly every 2D game since 1986), and collision with moving platforms.
The style of the book's introduction (I downloaded the sample chapter linked from iDevGames.com) seems the kind of thing I'd like to read, but as I'm not a windows programmer (indeed, I switched to Mac OSX about a year and a half ago, and haven't looked back), I'm more interested in general theory that could be applied across a spectrum. If the book has 2D collision with slanted platforms I'll buy it immediately. ^_^;;
Thanks,
- cloud
ministryofdoom.org/cloud
ministryofdoom.org/cloud