Modeling game data : Verlet integration ; The problem with Euler integration ; Introducing the model-view-controller pattern ; A crash course in the drawing API ; Introducing interfaces
Vectors: Ghosts in the machine : What are vectors? ; Using and viewing vectors ; Adding and subtracting vectors ; Projecting vectors ; Intersection ; Collision and bounce ; A crash course in embedding assets ; Important vector formulas
Collisions between circles : Abstract classes ; Keyboard and mouse control ; Collision-handling basics ; Multiple-object collision ; Fast-moving circles
Collisions between polygons : The separating axis theorem ; Rectangle collisions ; Triangle collisions ; Oriented bounding box collisions ; Polygon and circle collisions ; Case studies ; Multilevel games
Pixel-perfect collision and destructible environments : Vector vs. bitmap graphics ; Using bitmaps ; Bitmap collisions ; Bitmap collision-detection strategies ; Adding objects to scrolling environments ; Building a rotating gun turret ; Destroying things!
Explosions, blitting, and optimization : A simple particle explosion ; A more realistic explosion ; Starburst explosions ; Fast particle explosions ; Lookup tables ; An explosion controller ; Smoke trails
Make it fun! : sound, music, and AI : Put fun first ; Sound effects and music ; Buttons ; Enemy AL: line of sight ; Case study: Escape!
Tile-based game design : Tile-based game advantages ; Building the game world ;Adding a game character ; Platform collision ; Adding more interaction ; Blit scrolling ; Using sprites in a tile-based world ; Storing extra game data in arrays ; Collision maps ; Other broad-phrase collision strategies
Pathfinding : Moving through a maze ; Finding the shortest path
XML and external data : Local shared objects ; Understanding XML ; Creating XML objects ; Changing XML data ; Loading game levels from XML data ; Loading XML files at runtime ; Are we there yet?