Game Development Reference
In-Depth Information
4 . How are the waypoint arrow calculations for the axis and angle of rotation
performed?
5 . Describe the calculations that allow for an aiming reticule to determine
whether a friend or foe is being targeted.
6 . When implementing a radar, how is the 3D coordinate of an object con-
verted into a 2D radar coordinate?
7 . What is the difference between absolute and relative coordinates?
8 . Why should UI text not be hard-coded?
9 . What problem does the Unicode character set solve?
10 . What is user experience (UX)?
Additional References
Komppa, Jari. “Sol on Immediate Mode GUIs.” http://iki.fi/sol/imgui/ . An in-
depth tutorial on the implementation of different elements of a game UI using C
and SDL.
Quintans, Desi. “Game UI By Example: A Crash Course in the Good and
the Bad.” http://tinyurl.com/d6wy2yg .Thisrelativelyshortbutinformativearticle
goes over examples of games that had good and bad UIs, and takeaways that
should be considered when designing your own game's UI.
Spolsky, Joel. User Interface Design for Programmers . Berkeley: Apress, 2001 .
This programmer's approach to designing UI is not specifically written for games,
but it does provide interesting insights into how to create an effective UI.
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