Books like Launching the Imagination 2D split by Mary Stewart


First publish date: May 20, 2005
Authors: Mary Stewart
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Launching the Imagination 2D split by Mary Stewart

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Books similar to Launching the Imagination 2D split (12 similar books)

Figure Drawing for All It's Worth by 9060056|Andrew Loomis book cover

πŸ“˜ Figure Drawing for All It's Worth

Learn to render the human figure with precise anatomy, accurate perspective, and proportionβ€”without a live modelβ€”by building solid stick‑figure foundations, as Andrew Loomis demonstrates in this classic illustration guide.

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Creative illustration by 9060056|Andrew Loomis book cover

πŸ“˜ Creative illustration

Andrew Loomis’s definitive guide to professional illustration, combining technical instruction with inspiring examples across line, tone, color, storytelling, idea creation, and experimental studies.

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Drawing on the right side of the brain by 7077533|Betty Edwards book cover

πŸ“˜ Drawing on the right side of the brain

Presents a set of basic exercises designed to release creative potential and tap into the special abilities of the brain's right hemisphere.

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The art of animal drawing by 12695397|Ken Hultgren book cover

πŸ“˜ The art of animal drawing


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Launching the imagination. a comprehensive guide to basic design by 9496762|Mary Stewart book cover

πŸ“˜ Launching the imagination. a comprehensive guide to basic design


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The Artist's Complete Guide to Figure Drawing by 6693996|Anthony Ryder book cover

πŸ“˜ The Artist's Complete Guide to Figure Drawing


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Mastering Composition by 6929045|Ian Roberts book cover

πŸ“˜ Mastering Composition


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The complete guide to anatomy for artists & illustrators by 10312368|Gottfried Bammes book cover

πŸ“˜ The complete guide to anatomy for artists & illustrators

The definitive English translation of Gottfried Bammes’ 1964 anatomy classic, offering over 540 diagrams and 500 pages of in‑depth analysis of bones, muscles and figure drawing techniques for artists and illustrators.

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Creating 2D Animation by 11236489|Debra Keller book cover

πŸ“˜ Creating 2D Animation


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Launching the imagination by 9496762|Mary Stewart book cover

πŸ“˜ Launching the imagination


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2D Game Development by 13469641|Daniele Penazzo book cover

πŸ“˜ 2D Game Development

*This is an ongoing project, there still are lots of placeholders!* It's really common in today's game development scene to approach game development through tools that abstract and guide our efforts, without exposing us to the nitty-gritty details of how things work on low-level and speeding up and easing our development process. This approach is great when things work well, but it can be seriously detrimental when we are facing against issues: we are tied to what the library/framework creators decided was the best (read "applicable in the widest range of problems") approach to solving a problem. Games normally run at 30fps, more modern games run at 60fps, some even more, leaving us with between 33ms to 16ms or less to process a frame, which includes: - Process the user input; - Update the player movement according to the input; - Update the state of any AI that is used in the level; - Move the NPCs according to their AI; - Identify Collisions between all game objects; - React to said Collisions; - Update the Camera (if present); - Update the HUD (if present); - Draw the scene to the screen. These are only some basic things that can be subject to change in a game, **every single frame**. When things don't go well, the game lags, slows down or even locks up. In that case we will be forced to take the matter in our hands and get dirty handling things exactly as we want them (instead of trying to solve a generic problem). When you are coding a game for any device that doesn't really have "infinite memory", like a mobile phone, consoles or older computers, this "technical low-level know-how" becomes all the more important. This book wants to open the box that contains everything related to 2D game development, plus some small tips and tricks to make your game more enjoyable. This way, if your game encounters some issues, you won't fear diving into low-level details and fix it yourself. Or why not, make everything from scratch using some pure-multimedia interfaces (like SDL or SFML) instead of fully fledged game engines (like Unity). This book aims to be a free (as in price) teaching and reference resource for anyone who wants to learn 2D game development from scratch, including the nitty-gritty details.

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Blender 2d Animation by 12488518|John M. Blain book cover

πŸ“˜ Blender 2d Animation


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Some Other Similar Books

The Natural Way to Draw by Kimon Nicolaides
Color and Light: A Guide for the Realist Painter by James Gurney
Digital Painting Techniques by 3Dtotal Publishing
The Elements of Drawing by John Ruskin
Imaginative Realism: How to Paint Science Fiction and Fantasy by James Gurney
The Natural Way to Draw by Kimon Nicolaides
Creative Illustration and Design by Walter Foster
Color and Light: A Guide for the Realist Painter by James Gurney
Imaginative Realism: How to Paint What Doesn't Exist by James Gurney

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