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| author | Amir Rajan <[email protected]> | 2020-07-30 16:45:24 -0500 |
|---|---|---|
| committer | Amir Rajan <[email protected]> | 2020-07-30 16:58:40 -0500 |
| commit | eb8b770e1952af371832f5f31e00dae09d498cf9 (patch) | |
| tree | 0884e11fedbfa01c7ce9f1e028cb6c43a13d2052 /dragon/readme_docs.rb | |
| parent | 8d000345a3489988e9e86ee9fda9dcc6c70b7012 (diff) | |
| download | dragonruby-game-toolkit-contrib-eb8b770e1952af371832f5f31e00dae09d498cf9.tar.gz dragonruby-game-toolkit-contrib-eb8b770e1952af371832f5f31e00dae09d498cf9.zip | |
OSS synced with 1.12.
Diffstat (limited to 'dragon/readme_docs.rb')
| -rw-r--r-- | dragon/readme_docs.rb | 45 |
1 files changed, 21 insertions, 24 deletions
diff --git a/dragon/readme_docs.rb b/dragon/readme_docs.rb index cddc866..4b10414 100644 --- a/dragon/readme_docs.rb +++ b/dragon/readme_docs.rb @@ -386,30 +386,27 @@ description of each sample app. 42. 14_sprite_limits_static_references: Upper limit for how many sprites can be rendered to the screen using ~static~ output collections (which are updated by reference as opposed to by value). 43. 15_collision_limits: How many collisions can be processed across many primitives. 44. 18_moddable_game: How you can make a game where content is authored by the player (modding support). -45. 19_lowrez_jam_01_hello_world: How to use ~render_targets~ to create a low resolution game. -46. 19_lowrez_jam_02_buttons: How to use ~render_targets~ to create a low resolution game. -47. 19_lowrez_jam_03_space_shooter: How to use ~render_targets~ to create a low resolution game. -48. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight. -49. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet. -50. 21_mailbox_usage: How to do interprocess communication. -51. 22_trace_debugging: Debugging techniques and tracing execution through your game. -52. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game. -53. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons. -54. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites. -55. 24_http_example: How to make http requests. -56. 25_3d_experiment_01_square: How to create 3D objects. -57. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor. -58. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation. -59. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration. -60. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia. -61. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping. -62. 99_sample_game_pong: Reference implementation of pong. -63. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game. -64. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics. -65. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions. -66. 99_sample_snakemoji: Shows that Ruby supports coding with emojis. -67. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API. -</ol> <!-- FIXME --> +45. 19_lowrez_jam: How to use ~render_targets~ to create a low resolution game. +46. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight. +47. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet. +48. 21_mailbox_usage: How to do interprocess communication. +49. 22_trace_debugging: Debugging techniques and tracing execution through your game. +50. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game. +51. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons. +52. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites. +53. 24_http_example: How to make http requests. +54. 25_3d_experiment_01_square: How to create 3D objects. +55. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor. +56. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation. +57. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration. +58. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia. +59. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping. +60. 99_sample_game_pong: Reference implementation of pong. +61. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game. +62. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics. +63. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions. +64. 99_sample_snakemoji: Shows that Ruby supports coding with emojis. +65. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API. S end |
