Chapter 1 The Art of Programming Mechanics
1.2 Programming on the Right Side of the Brain
1.3 Creating Art from the Left Side of the Brain
1.6.2 Using Other People's Art Assets
Chapter 2 Real-World Mechanics
2.3.2 Local and World Coordinate Systems
2.3.3 Translation, Rotation, and Scaling
2.4 Two-Dimensional Games in a 3D Game Engine
2.5.3 The Second Law of Motion
2.6 Physics and the Principles of Animation
2.7 Two-Dimensional and 3D Tricks for Optimizing Game Space
3.7.1 Single 2D Sprite Actions
3.7.2 Single-Filed 3D Animations
Chapter 4 Game Rules and Mechanics
4.4 Developing with Some Simple Game Mechanics
4.4.2 Shooting, Hitting, Bouncing, and Stacking
4.4.4 Avoidance and Collecting
5.4.1 Searching Through Waypoints
6.3 Principles of Game Interface Design
Chapter 7 Environmental Mechanics
7.2.2 Guide and Restrict the Player's Movement
7.4.15 Screen Space Ambient Occlusion (SSAO)
Chapter 8 Mechanics for External Forces
8.2 Up and Running on a Mobile Device
8.3 Integrating Haptics and External Motion into Games
8.4 Accessing Mobile Hardware Features
8.4.4 Global Positioning System (GPS)
8.6 Platform Deployment: App Store, Android Market, and Consoles
8.6.1 Publishing for the App Store and Android Market
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