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Books › Shooting Game Algorithm Maniax
Shooting Game Algorithm Maniax cover

Shooting Game Algorithm Maniax

シューティングゲームアルゴリズムマニアックス

シューティングゲームアルゴリズムマニアックス

Algorithms for shmup movement, collision and bullet patterns.

Year
2010
Publisher
SoftBank Creative
Kind
Book
Pages
343p
Language
Japanese

ABOUT

A 343-page collection of algorithms for shooting game development by Kenichiro Matsuura and Yuki Tsukasa, published by SoftBank Creative in 2010. The publisher billed it as a bible for shooting game developers, covering screen-filling danmaku, pixel-precise dodging and elaborate exchanges of fire, built up through algorithms and source code targeting Visual Studio 2010 or 2008 with the DirectX SDK.

Where the pair's Danmaku volume concentrates on bullet patterns, this one addresses the wider mechanical toolkit of the genre, movement, collision and enemy behaviour among them. It is the reference work of their series rather than a single guided project.

Japanese doujin shooting owed much of its 2000s output to exactly this kind of manual, which makes the book a period document of how the genre's craft was formalised and passed on.

DESCRIPTION

A bible for shooting game developers. Screen-filling danmaku, pixel-precise dodging, elaborate exchanges of fire: build the world of the shooting game yourself. The craft of game programming, mastered through algorithms and source code. For Visual Studio 2010/2008 with the DirectX SDK.

Translated by this site from the publisher's Japanese blurb.

PAGES

DETAILS

By
松浦 健一郎, 司 ゆき
Released
2010/4/21
Size
18.4 x 1.8 x 23.3 cm
ISBN
978-4-7973-5997-8

WHERE TO GET IT

¥3,743 on the listing

Searched by ISBN, so a shop that has this exact edition will show it and one that does not will come back empty. Most of these were printed in Japan and never distributed elsewhere.