Game Development Common Algorithms /Techniques

Here’s some algorithms and techniques that most game developers should be aware of when developing games for Flash, Director or other gaming tools (primarily 2d or fake 3d).

A* (A Star)
http://en.wikipedia.org/wiki/A*_search_algorithm

Mode 7
http://en.wikipedia.org/wiki/Mode_7

Collision Detection
http://en.wikipedia.org/wiki/Collision_detection

Painter’s Algorithm (papervision/software blitter)
http://en.wikipedia.org/wiki/Painter’s_algorithm

Sprites
http://en.wikipedia.org/wiki/Sprite_(computer_graphics)

Isometric Projection aka Axonometric Projection aka Orthographic Projection (essentially lack of true perspective in 3d objects)

http://en.wikipedia.org/wiki/Orthographic_projection
http://en.wikipedia.org/wiki/Axonometric_projection
http://en.wikipedia.org/wiki/Isometric_projection

Well versed in mathematics such as Trigonometry and Calculus

http://en.wikipedia.org/wiki/Cosine
http://en.wikipedia.org/wiki/Sine
http://en.wikipedia.org/wiki/Tangent
http://en.wikipedia.org/wiki/Radian
http://en.wikipedia.org/wiki/Pythagorean_theorem
http://en.wikipedia.org/wiki/Linear_equation
http://en.wikipedia.org/wiki/Quadratic_equation
etc…

If you want to make games, math is required. Wiki should only be a starting point. Sometimes the best way to understand something is to implemented it or try to implement it yourself. There are lots of samples and tutorials on the web regarding these but its always good to understand what makes it all work, usually that is math. Right after “42” it is the answer to Life the Universe and Everything.

We will feature another set for primarily 3d games such as quaternions, matrix maps, transformation matrices , 3d projection and more! Over time we hope to have a tutorial for all 2d in flash and 3d techniques in papervision or 3d framework such as OpenGL or DirectX.

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