Build a Complete 2D Game in C with raylib 6.0
Language: English
Published by Independently published, 2026
- Softcover
- New

Seller: PBShop.store UK, Fairford, GLOS, United KingdomPBShop.store UK
AbeBooks seller since June 11, 1999
Condition: New
US$ 36.61
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Add to basketItem description from seller
New Book. Shipped from UK. Established seller since 2000.
Seller Inventory # L2-9798173212610
- Title
- Build a Complete 2D Game in C with raylib 6.0
- Author
- Pine, James
- Publisher
- Independently published
- Publication year
- 2026
- Condition
- New
- Binding
- PAP
- Language
- English
- ISBN 13
- 9798173212610
- Item weight
- 729 grams
Master the absolute core of interactive software engineering by stripping away heavy engine abstractions and building a complete 2D action game from scratch using the C programming language and the raylib 6.0 framework.
Build a Complete 2D Game in C with raylib 6.0: A Hands-On Guide to Game Programming, Physics, AI and Game Architecture is a comprehensive reference manual designed for computer science students, software engineers, and indie developers who want to demystify the mechanics operating beneath commercial video games. Rather than relying on disconnected, trivial projects, this book follows a single-project methodology, guiding you step-by-step from a blank window to a fully packaged, professional-grade game.
What You Will Learn Inside
- Core Toolchain & Architecture: Set up your C compiler toolchain (GCC/Clang), compile raylib 6.0 from source, structure a professional project directory, and manage your codebase with Git.
- The Deterministic Game Loop: Master engine states, frame-rate independence via delta time (GetFrameTime), memory management, and 2D camera tracking with deadzones.
- Responsive Player Controllers: Handle multi-device input mapping (keyboard, mouse, gamepads with deadzones), Euler integration, acceleration, friction, jump buffers, coyote time, and a robust player state machine.
- Dynamic Combat Systems: Build modular combat stats (health, damage, stamina), dual-box hitboxes and hurtboxes, multi-phase melee timing windows, object-pooled ranged projectiles, knockback vectors, and invincibility (I-Frames).
- Artificial Intelligence & Enemies: Program enemy data structures, line-of-sight raycasting, stateful behaviors (patrol, chase, attack, flee), telegraphing mechanics, and multi-phase boss fights.
- Collision & World Physics: Implement Axis-Aligned Bounding Box (AABB) detection, penetration manifolds, soft collision push-back mechanics, and efficient tile-based grid collisions.
- Polish, Optimization & Release: Build custom spritesheet animation controllers, particle systems, audio managers, binary save/load serialization, CPU/GPU profiling, spatial partitioning, and packaging pipelines for public release.
Stop merely using tools and become a creator of systems. Whether you are looking to sharpen your systems programming capabilities or master low-level game architecture, this hands-on manual equips you with the technical mastery to bend hardware to your creative will.
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PBShop.store UK
Fairford, GLOS, United Kingdom
AbeBooks seller since June 11, 1999
Shipping rates from United Kingdom to U.S.A.
| Item | 10 to 20 business days | 10 to 20 business days |
|---|---|---|
| First item | US$ 6.66 | US$ 6.66 |
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