Game Development Reference
In-Depth Information
Summary
In this chapter, we covered four very frequently used concepts in game development.
The first part of the chapter covered two concepts, picking and ray casting. Ray
casting is the most widely used concept for game AI and collision detection. Picking
is mostly used by CAD software but is a very powerful tool to build user preference
screens in games. For instance, you use picking to let users pick car parts in a car
racing game where you can actually display parts in 3D.
The next two concepts we covered were the use of framebuffers to apply filters in
games and the use of multiple shaders in a game. Both concepts are very powerful
to help you build high performance games. In games, we generally have a generic
shader to render objects. In some cases, we might need specific shaders to render an
object such as a shader to render the main character or add particle effects in a game.
Like in our case, we have added one more shader for filters/post processing.
In the next chapter, we will discuss the 2D canvas and how it is helpful to create
sprite labels in a game. We will also touch upon multiplayer games.
 
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