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
Algorithms for shmup movement, collision and bullet patterns.
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.
シューティングゲーム開発者のバイブル!!画面を覆いつくす弾幕、ドット単位を見極めるすり抜け、多彩な攻撃の応酬、熱きシューティングゲームの世界を自らの手で作り出せ! アルゴリズム&ソースコードで極める、ゲームプログラミングの奥義。Visual Studio 2010/2008+DirectX SDK対応。
Translated by this site from the publisher's Japanese blurb.
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DETAILS
WHERE TO GET IT
¥3,743 on the listingSearched 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.