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The Road Ahead

The handbook grows with the games: a chapter is written when its game is finished. Here is where it stands and where it goes. Each game adds a few new ideas, and the engine grows with them.

Written

Chapter Game New in the engine
0. Setting Up
1. Why Our Own Engine
2. How a Game Is Built
10. Mines Mines High scores, game menus, high-score dialogs
11. Solitaire Solitaire (Klondike) Undo and redo, animation (easing, tweens, an animation timer), the game clock
20. Paddle Paddle (Pong) Game loop with a fixed time step, active rendering in logical coordinates, full screen, keyboard input and controls, scenes, sound effects and a mixer
21. Bricks Bricks (Breakout) Swept box collision, sprites with a cache per screen size, particles, frame times, pixel mode and an overlay layer
22. Snake Snake A ticker for rules with a pace of their own, random numbers that repeat, replays
23. Rocks Rocks (Asteroids) Vectors and angles, outlines that turn, a field without edges, object pools, circle collision, held mouse buttons
24. Swarm Swarm (Galaga) Sprite sheets and animation, entities and components, flight paths, data files, a spatial grid, music
25. Maze Maze (Pac-Man) Tile maps and walking on a grid, state machines, breadth-first search and A*
26. Blast Blast (Bomberman) Gamepads on Linux and Windows, timers, an event queue for chain reactions
27. Jump Jump (platformer) Scrolling camera, maps from the Tiled editor, gravity and jumping, parallax, saving progress
28. Hover Cab Hover Cab (flying taxi) Speech synthesis from phonemes, pixel-exact collision masks, jets and drag, soft and hard touchdowns
30. Towers Towers (tower defence) Flow fields for many units, the mouse in world coordinates, overlay menus, units and towers as data files, turned sprites
31. Sands Sands (real-time strategy) Selecting units, group moves and a cache of flow fields, fog of war, minimap, credits and production, an influence map for the computer opponent, saving the whole game
32. Colony Colony (economy and settlement) Roads from flag to flag and the shortest way over them, carriers, goods and recipes, demand answered by the storehouses, a border that grows, seasons, grazing
33. Town Town (city builder) The isometric view and its drawing order, a minimap turned like the view, networks that carry power from plants to loads, services that reach in circles, the mouse wheel, a ground layer painted only where it changed
40. The Engine at a Glance Part IV, the engine manual: what each part of the engine is for, when to choose it and how it works
41. Loop, Time and Drawing to 48. Scenes, Menus and Sound One chapter per subsystem, each section naming the game that introduced it
Java2D and X11 Pitfalls The rules for fast and correct drawing, collected
Glossary The words of game programming used in this book, each with the chapter that explains it

What comes next

With Town, Part III has a game of every kind it set out to cover: towers, real-time strategy, an economy and a city. Nothing more is planned for now. A new game will be chosen by what the engine has not yet needed; its chapter will tell the story, and Part IV, the tables of chapter 40 and the glossary will get what it adds.

Suggestions and corrections are welcome as issues or pull requests. Each page has an edit button at the top.