Video games are intricate multimedia, interactive software systems. They must live in real-time, handle input from players, simulate the actions of semi-autonomous objects and create high-definition audio and graphics and all the while trying to make players feel involved. The attempts to create video games are often overpowered by the requirement to be knowledgeable about the development of software as well as in the art of creating appealing user experiences. The initial hurdle can be overcome by using a software library also known as a game engine which includes a unified set of tools and components specifically designed to create games in video format.

The aim of engaging players is usually accomplished through carefully designed gameplay and fine-tuning during the video design process. This book is focused on the creation and development of an engine for games. it will focus on the implementation and hiding the basic procedures and assisting with complex simulations. Through the projects included in this book, you’ll create a game engine that is practical to develop games in video format that are available on the Internet.

The game engine frees game designers of routine tasks like understanding specific keystrokes from the keyboard. It also assists in creating complicated algorithms for routine tasks like replicating shadows in a two-dimensional world, or recognizing subtleties in the implementation, such as ensuring precision tolerances of an physical simulation.

The most well-known and commercially available game engines like Unity, Unreal Engine, and Panda3D provide their games using an interface for gamers (GUI). The user-friendly GUI make it easier to perform complicated processes involved in game design, such as making and arranging objects within the game, but in addition, it guarantees that the game engines are easily accessible to designers from a variety of backgrounds who may find the software design specifics distracting. This book concentrates on the essential functions in a gaming engine, which is separate of an GUI.

While a robust GUI system can enhance the experience of the end user, demands for implementation can be distracting and make it difficult to understand the basic principles of the game engine. For example, issues related to the control of compatible data types within the user interface for example, limiting objects of a certain class to be used as shadows receivers are essential to GUI design, but aren’t relevant to the fundamental functions of the game engine. This book addresses development of a game engine with two key aspects in mind of programmability and sustainability. As a software library it’s interface must allow game developers to program by using well-defined utility techniques and objects that conceal routine tasks, and also support complex operations that are common to all.

The last speech

As a software platform the base code that powers the gaming engine needs to provide maintainability through properly-planned infrastructure and well-organized source code systems that allow reuse of code, continuous maintenance, improvements and expansion. This chapter discusses the process of implementation and the organization that the author has created in his book. The discussion leads you through the process in downloading, installing and setting up your development environment. It also helps you build an initial HTML5 application. Then, it makes use of this first creation experience to illustrate the best method of learning and studying from this book.