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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Toc

Table of Contents (14) Chapters Close

Spritely speaking


Many years ago, a computer geek invented a cool way to render and display small images on a computer screen. These images would move around on the screen and even collide with other objects. The computer geek called these images sprites, and that name has stuck ever since.

Sprites versus non-sprites

A sprite is simply an image that represents an object on the screen. Examples of sprites include characters, NPCs, weapons, alien spaceships, and rocks. Anything that can move on the screen or be hit by another object in the game is a sprite. Objects that don't interact with other objects aren't sprites. Examples might include mountains in the background, the ground, and the sky.

Obviously, it takes both sprites and non-sprites to implement a game. Also, the distinction is a little arbitrary. Some games implement all of the images in the game as sprites because it is more convenient to treat all images in the game in a consistent manner.

Flipbook animation

Did you ever create a flipbook...

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