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Practical Game Programming
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table of contents
  1. Cover
  2. Acknowledgements
  3. 1. Introduction
    1. 1.1. Introduction to Video Games and Game Programming
    2. 1.2. History of Video Games
    3. 1.3. Types of Video Games
    4. 1.4. Road Map of Game Development
    5. 1.5. Set Up Game Development IDE
    6. 1.6. The Allegro 5 Game Library
      1. Exercises, Homework Questions, and Projects
  4. 2. Essentials of Game Programming with Allegro
    1. 2.1. Common Structure of a C/C++ Program with Allegro 5
    2. 2.2. Handling User Input
    3. 2.3. Collision Detection
    4. 2.4. Adding Sound Effects to Games
    5. 2.5. Timers and Game Timing
    6. 2.6. Using Files for Games
      1. Exercises, Homework Questions, and Projects
  5. 3. Using Graphics in Games
    1. 3.1. Bitmap Fundamentals
    2. 3.2. Bitmaps Creation and Use in Allegro 5
    3. 3.3. Utilizing Bitmaps in a Program
    4. 3.4. Scaling and Rotating Bitmaps
    5. 3.5. Displaying a Section of a Bitmap and the Concept of a Viewport
    6. 3.6. Advanced Graphics Techniques in Allegro 5
    7. 3.7. How Transformations Help with Resolution Independence
    8. 3.8. Antialiasing and Texture Smoothing
    9. 3.9. Shaders
    10. 3.10. Using Premultiplied Alpha in Allegro 5
      1. Exercises, Homework Questions, and Projects
  6. 4. Programming Sprites in Allegro 5
    1. 4.1. The Fundamentals
    2. 4.2. Additional Sprite Handling Routines
    3. 4.3. Allegro Blending Function and Sprites
    4. 4.4. Advanced Sprite Use in Allegro 5
      1. Exercises, Homework Questions, and Projects
  7. 5. Programming Backgrounds for Video Games
    1. 5.1. Types of Backgrounds
    2. 5.2. Creating and Using Static Backgrounds
    3. 5.3. Creating and Using Scrolling Backgrounds
    4. 5.4. Creating and Using Dynamic Backgrounds
    5. 5.5. Creating and Using 3D Backgrounds
      1. Exercises, Homework Questions, and Projects
  8. 6. Game Design and Development Fundamentals
    1. 6.1. Conceive an Amazing Game
    2. 6.2. Transforming a Billion-Dollar Idea into a Detailed Game Design
    3. 6.3. Implement the Game
      1. Exercises, Homework Questions, and Projects
  9. 7. Advanced Topics in Practical Game Programming
    1. 7.1. Multithreading
    2. 7.2. Custom Shaders
    3. 7.3. Networking for Multiplayer Games
    4. 7.4. AI Programming
    5. 7.5. Optimization Techniques
    6. 7.6. Custom GUI Systems
    7. 7.7. Advanced Audio
      1. Exercises, Homework Questions, and Projects
  10. 8. Game Development Projects
    1. 8.1. Action Game: Space Shooter
      1. Exercises, Homework Questions, and Projects
    2. 8.2. Platform Game: Tank War
      1. Exercises, Homework Questions, and Projects
    3. 8.3. Adventure Game
      1. Exercises, Homework Questions, and Projects
    4. 8.4. Arcade Game
      1. Exercises, Homework Questions, and Projects
    5. 8.5. Board Game
      1. Exercises, Homework Questions, and Projects
    6. 8.6. Emulator Game
      1. Exercises, Homework Questions, and Projects
    7. 8.7. Puzzle Game
      1. Exercises, Homework Questions, and Projects
    8. 8.8. Role-Playing Game
      1. Exercises, Homework Questions, and Projects
    9. 8.9. Sports Game
      1. Exercises, Homework Questions, and Projects
    10. 8.10. Strategy Game
      1. Exercises, Homework Questions, and Projects
    11. 8.11. Utilities Game
      1. Exercises, Homework Questions, and Projects
  11. References and Resources

Published in 2026 by Remix, an imprint of Athabasca University Press

1 University Drive, Athabasca, AB T9S 3A3

Logo: Athabasca University Press, Remix Imprint.

DOI: https://doi.org/10.15215/remix/9781998944224.01

ISBN: 9781998944217 (paper) | 9781998944224 (pdf) | 9781998944231 (epub)

Cover design by Lisa Mentz and Kyle Flemmer

Illustrations by Walter Ridgewell and Kyle Flemmer

Practical Game Programming by Harris Wang and Walter Ridgewell is licenced under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except where otherwise noted. This license allows users to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material as long as the original source is properly credited, the work is not used for commercial purposes, and the new creation is licensed under the same terms.

Remix name, Remix logo, and Remix book covers are not subject to the Creative Commons license and may not be reproduced without the prior and express written consent of Athabasca University.

For more information, please visit aupress.ca or email OERpublishing@athabascau.ca.

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This work is licensed under a Creative Commons License (CC BY-NC-SA 4.0), except where otherwise noted. This license allows users to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material as long as the original source is properly credited, the work is not used for commercial purposes, and the new creation is licensed under the same terms.
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