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+---
+title: شرح نظرية ثلاثية الابعاد الأساسية
+slug: Games/Techniques/3D_on_the_web/Basic_theory
+translation_of: Games/Techniques/3D_on_the_web/Basic_theory
+---
+<div dir="rtl">{{GamesSidebar}}</div>
+
+<p dir="rtl">This article explains all of the basic theory that's useful to know when you are getting started working with 3D.</p>
+
+<h2 dir="rtl" id="نظام_الاحداثيات_الديكارتي"><a name="_Toc522014861">نظام الاحداثيات الديكارتي</a></h2>
+
+<p dir="rtl">ثلاثي الابعاد بشكل أساسي هو عبارة عن تمثيل للأشكال في مساحة ثلاثية الابعاد مع نظام احداثي يستخدم لحساب موضع الاشكال.</p>
+
+<p dir="rtl">يستخدم <span dir="LTR">WebGL</span> نظام الاحداثيات الديكارتي حيث يشير <span dir="LTR">x</span> الى محور السينات (اليمين) ويشير <span dir="LTR">y</span> الى محور الصادات (للأعلى) ويشير <span dir="LTR">z</span> الى محور الزينات (خارج الشاشة) كما هو موضح بالشكل التالي:<img alt="Coordinate system" src="https://mdn.mozillademos.org/files/13326/mdn-games-3d-coordinate-system.png" style="height: 338px; width: 600px;"></p>
+
+<h2 dir="rtl" id="الكائنات"><a name="_Toc522014862">الكائنات </a></h2>
+
+<p dir="rtl">تسمى النقطة التي تمثل الكائن في الفضاء بـِ الرأس <span dir="LTR">vertices</span> والتي تمثل موقع الكائن. كل نقطة لها عدة سمات وهي:</p>
+
+<ol dir="rtl">
+ <li>الموقع: يحدد من خلال نقطة ثلاثية الابعاد <span dir="LTR">x y z</span>.</li>
+ <li>اللون: يحمل قيمة مكونة من أربعة خانات وهي: قيمة اللون الأحمر وقيمة اللون الأخضر وقيمة اللون الأزرق وقيمة الشفافية التي تتراوح ما بين 0.0 و1.0.</li>
+ <li>الاتجاه.</li>
+ <li>البنية <span dir="LTR">texture</span>: وهي عبارة عن صورة ثنائية الابعاد تستخدم لتعبئة أحد السطوح بدلا من اللون.</li>
+</ol>
+
+<p dir="rtl"> </p>
+
+<p dir="rtl"><img alt="Cube" src="https://mdn.mozillademos.org/files/13324/mdn-games-3d-cube.png" style="height: 265px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
+
+<p dir="RTL">فمثلا: الكائن أعلاه (مكعب) يحتوي على 8 رؤوس مختلفة في الفضاء <span dir="LTR">v<sub>0</sub>,v<sub>1</sub>,v<sub>2</sub>,v<sub>3</sub>,v<sub>4</sub>,v<sub>5</sub>,v<sub>6</sub>,v<sub>7</sub></span> وعلى 6 سطوح (أوجه) كل منها مكون من 4 نقاط.</p>
+
+<ul dir="rtl">
+ <li>عندما نقوم بتوصيل النقاط فإننا نقوم على انشاء حواف <span dir="LTR">edge</span> المكعب.</li>
+ <li>الهندسة <span dir="LTR">geometry</span> تبنى من خلال الرؤوس <span dir="LTR">vertices</span> والسطوح <span dir="LTR">faces</span> بينما المادة <span dir="LTR">materials</span> تتمثل في البنية <span dir="LTR">texture</span> والتي تكون اما لون أو صورة.</li>
+ <li>عندما نقوم بتوصيل الهندسة بالمادة فإننا نحصل على الشبكة <span dir="LTR">mesh</span>.</li>
+</ul>
+
+<p dir="rtl"> </p>
+
+<h2 dir="rtl" id="Rendering_pipeline">Rendering pipeline</h2>
+
+<p dir="rtl">يتم معالجة الجرافيك من خلال أخذ الكائنات ثلاثية الابعاد والتي يتم انشاءها من العناصر الأولية (نقطة، مثلث، خط) باستخدام الرؤوس ومن ثم حساب الأجزاء <span dir="LTR">fragments</span> وعرضها على الشاشة (ثنائية الابعاد) بوحدة البيكسل <span dir="LTR">pixel</span>.</p>
+
+<p dir="rtl"><img alt="Rendering pipeline" src="https://mdn.mozillademos.org/files/13334/mdn-games-3d-rendering-pipeline.png" style="height: 225px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
+
+<p dir="RTL">المصطلحات المستخدمة في الرسمة أعلاه هي كالتالي:</p>
+
+<ol dir="rtl">
+ <li>العنصر البدائي <span dir="LTR">primitive</span>: والذي يتكون من الرؤوس والتي تكون اما مثلث أو نقطة أو خط.</li>
+ <li>الجزء <span dir="LTR">fragment</span>: وهو اسقاط ثلاثي الابعاد لبيكسل والذي يحمل نفس السمات المميزة لكل بيكسل.</li>
+ <li>البيكسل <span dir="LTR">pixel</span>: نقطة على الشاشة ثنائية الابعاد والتي تحمل قيمة لون <span dir="LTR">RGBA</span>.</li>
+</ol>
+
+<p dir="rtl"> </p>
+
+<h2 dir="rtl" id="معالجة_الرؤوس">معالجة الرؤوس</h2>
+
+<p dir="rtl">يتم معالجة الرؤوس من خلال جمع المعلومات حول كل رأس على حدا في العنصر البدائي وتعيين احداثياتها في المساحة ثلاثية الابعاد للمشاهد ليراها. وتشبه المعالجة طريقة أخذ صورة لمشهد أنت قمت باعداه (وضع الأشياء بمكانها المناسب ومن ثم تهيئة الكمرة ومن ثم أخذ الصورة).<img alt="Vertex processing" src="https://mdn.mozillademos.org/files/13336/mdn-games-3d-vertex-processing.png" style="height: 338px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
+
+<p dir="RTL">هناك أربع مراحل لهذه العملية:</p>
+
+<ol dir="rtl">
+ <li>ترتيب المكونات <span dir="LTR">objects</span> والتي تسمى تحويل النموذج <span dir="LTR">modal transformation</span>.</li>
+ <li><span dir="RTL">تحويل العرض </span>view transformation<span dir="RTL"> والذي يعتني بالموضع وتحديد اتجاه الكمرة في الفضاء ثلاثي الابعاد حيث يتم ضبط الكمرة من خلال ثلاثة متغيرات وهي الموقع والاتجاه والتوجيه.</span><br>
+  </li>
+</ol>
+
+<p dir="rtl"><img alt="Camera" src="https://mdn.mozillademos.org/files/13322/mdn-games-3d-camera.png" style="height: 225px; width: 600px;"></p>
+
+<ol dir="rtl" start="3">
+ <li>تحويل الاسقاط projection transformation والذي يدعى أيضا تحويل المنظور perspective transformation حيث يعتني بإعداد ما يمكن رؤيته بواسطة الكمرة من خلال اعداد مجال الرؤية ونسبة العرض الى الارتفاع aspect ratio والقرب والبعد.</li>
+</ol>
+
+<p dir="rtl"><img alt="Camera settings" src="https://mdn.mozillademos.org/files/13320/mdn-games-3d-camera-settings.png" style="height: 338px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
+
+<ol dir="rtl" start="4">
+ <li> تحويل إطار العرض <span dir="LTR">viewport transformation</span> والذي يهتم بكل المخرجات في طريقة عرض الجرافيك على الشاشة.</li>
+</ol>
+
+<p dir="rtl"> </p>
+
+<p dir="rtl"> </p>
+
+<h2 dir="rtl" id="المسح_المجالي">المسح المجالي</h2>
+
+<p dir="rtl">يتم بالمسح المجالي تحويل الاشكال الأولية الناتجة عن توصيل الرؤوس الى مجموعة من الأجزاء fragments (اسقاطات ثلاثية الابعاد للبيكسلات ثنائية الابعاد) حيث يتم محاذاتها مع شبكة البيكسل.<img alt="Rasterization" src="https://mdn.mozillademos.org/files/13332/mdn-games-3d-rasterization.png" style="height: 338px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
+
+<h2 dir="rtl" id="معالجة_الجزء">معالجة الجزء</h2>
+
+<p dir="rtl">ترتكز معالجة الأجزاء على البنية <span dir="LTR">texture</span> والإضاءة حيث تقوم بحساب الألوان النهائية استنادًا إلى المعلمات المحددة.</p>
+
+<p dir="rtl"><img alt="Fragment processing" src="https://mdn.mozillademos.org/files/13328/mdn-games-3d-fragment-processing.png" style="height: 338px; width: 600px;"></p>
+
+<h3 dir="rtl" id="الإضاءة">الإضاءة</h3>
+
+<p dir="rtl">الألوان التي نراها على الشاشة هي نتيجة تفاعل مصدر ضوء مع ألوان سطح مادة الكائن. الضوء قد يمتص أو قد ينعكس تبعا لذلك.</p>
+
+<p dir="rtl"> </p>
+
+<p dir="RTL">هناك أربع أنواع أساسية من الإضاءة:</p>
+
+<ul dir="rtl">
+ <li dir="RTL">ضوء اتجاهي <span dir="LTR">Diffuse</span> بعيد مثل الشمس.</li>
+ <li dir="RTL">نقطة ضوئية <span dir="LTR">Specular</span> مثل مصباح الإضاءة في الغرفة.</li>
+ <li dir="RTL">ضوء محيطي <span dir="LTR">Ambient</span> وهو ضوء ثابت ينعكس على كل شيء.</li>
+ <li dir="RTL">ضوء اشعاعي <span dir="LTR">Emissive</span> وهو الضوء المنبعث مباشرة من الكائن.</li>
+</ul>
+
+<h2 dir="rtl" id="مخرجات_الدمج">مخرجات الدمج</h2>
+
+<p dir="rtl">أثناء مرحلة معالجة المخرجات يتم تحويل جميع أجزاء الأوليات من الفضاء ثلاثي الابعاد الى شبكة ثنائية الابعاد من البيكسلات ثم تطبع على الشاشة. أيضا يتم تطبيق بعض المعالجات من أجل تجاهل بعض المعلومات الغير مطلوبة مثل الكائنات الغير مرئية أو الأجزاء خارج الشاشة أو الكائنات التي تقع خلف كائنات أخرى.</p>
+
+<p dir="rtl"><img alt="Output merging" src="https://mdn.mozillademos.org/files/13330/mdn-games-3d-output-merging.png" style="height: 338px; width: 600px;"></p>
+
+<p dir="rtl"> </p>
diff --git a/files/ar/games/techniques/3d_on_the_web/index.html b/files/ar/games/techniques/3d_on_the_web/index.html
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+---
+title: 3D games on the Web
+slug: Games/Techniques/3D_on_the_web
+tags:
+ - Games
+ - Graphics
+ - NeedsContent
+ - NeedsExample
+ - NeedsTranslation
+ - TopicStub
+ - WebGL
+ - WebVR
+ - three.js
+translation_of: Games/Techniques/3D_on_the_web
+---
+<div>{{GamesSidebar}}</div><p class="summary">For rich gaming experiences on the Web the weapon of choice is WebGL, which is rendered on HTML {{htmlelement("canvas")}}. WebGL is basically an OpenGL ES 2.0 for the Web — it's a JavaScript API providing tools to build rich interactive animations and of course also games. You can generate and render dynamic 3D graphics with JavaScript that is hardware accelerated.</p>
+
+<h2 id="Documentation_and_browser_support">Documentation and browser support</h2>
+
+<p>The <a href="/en-US/docs/Web/API/WebGL_API">WebGL</a> project documentation and specification is maintained by the <a href="https://www.khronos.org/">Khronos Group</a>, not the W3C as with most of the Web APIs. Support on modern browsers is very good, even on mobile, so you don't have to worry about that too much. The main browsers are all supporting WebGL and all you need to focus on is optimizing the performance on the devices you use.</p>
+
+<p>There's an ongoing effort on releasing WebGL 2.0 (based on OpenGL ES 3.0) in the near future, which will bring many improvements and will help developers build games for the modern Web using current, powerful hardware.</p>
+
+<h2 id="Explaining_basic_3D_theory">Explaining basic 3D theory</h2>
+
+<p>The basics of 3D theory centers around shapes represented in a 3D space, with a coordinate system being used to calculate their positions. See our <a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Basic_theory">Explaining basic 3D theory</a> article for all the information you need.</p>
+
+<h2 id="Advanced_concepts">Advanced concepts</h2>
+
+<p>You can do a lot more with WebGL. There are some advanced concepts which you should dive into and learn more about — like shaders, collision detection, or the latest hot topic — virtual reality on the web.</p>
+
+<h3 id="Shaders">Shaders</h3>
+
+<p>It's worth mentioning shaders, which are a separate story on their own. Shaders use GLSL, a special OpenGL Shading Language with syntax similar to C that is executed directly by the graphics pipeline. They can be split into Vertex Shaders and Fragment Shaders (or Pixel Shaders) — the former transforms shape positions to real 3D drawing coordinates, while the latter computes rendering colors and other attributes. You should definitely check out <a href="/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders">GLSL Shaders</a> article to learn more about them.</p>
+
+<h3 id="Collision_Detection">Collision Detection</h3>
+
+<p>It's hard to imagine a game without the collision detection — we always need to work out when something is hitting something else. We have information available for your to learn from:</p>
+
+<ul>
+ <li><a href="/en-US/docs/Games/Techniques/2D_collision_detection">2D collision detection</a></li>
+ <li><a href="/en-US/docs/Games/Techniques/3D_collision_detection">3D collision detection</a></li>
+</ul>
+
+<h3 id="WebVR">WebVR</h3>
+
+<p>The concept of virtual reality is not new, but it's storming onto the web thanks to hardware advancements such as the <a href="https://www.oculus.com/en-us/rift/">Oculus Rift</a>, and the (currently experimental) <a href="/en-US/docs/Web/API/WebVR_API">WebVR API</a> for capturing information form VR hardware and making it available for use in JavaScript applications. For more, read <a href="/en-US/docs/Games/Techniques/3D_on_the_web/WebVR">WebVR — Virtual Reality for the Web</a>.</p>
+
+<p>There's also the <a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_A-Frame">Building up a basic demo with A-Frame</a> article showing you how easy it is to build 3D environments for virtual reality using the <a href="http://aframe.io/">A-Frame</a> framework.</p>
+
+<h2 id="The_rise_of_libraries_and_frameworks">The rise of libraries and frameworks</h2>
+
+<p>Coding raw WebGL is fairly complex, but you'll want to get to grips with it in the long run, as your projects get more advanced (see our <a href="/en-US/docs/Web/API/WebGL_API">WebGL documentation</a> to get started.) For real world projects you'll probably also make use of a framework to speed up development and help you manage the project you're working on. Using a framework for 3D games also helps optimize the performance as a lot is taken care of by the tools you use, so you can focus on building the game itself.</p>
+
+<p>The most popular JavaScript 3D library is <a href="http://threejs.org/">Three.js</a>, a multi-purpose tool that makes common 3D techniques simpler to implement. There are other popular game development libraries and frameworks worth checking too; <a href="https://aframe.io">A-Frame</a>, <a href="https://playcanvas.com/">PlayCanvas</a> and <a href="http://www.babylonjs.com/">Babylon.js</a> are among the most recognizable ones with rich documentation, online editors and active communities.</p>
+
+<h3 id="Building_up_a_basic_demo_with_A-Frame">Building up a basic demo with A-Frame</h3>
+
+<p>A-Frame is a web framework for building 3D and VR experiences. Under the hood, it is a three.js framework with a declarative entity-component pattern, meaning we can build scenes with just HTML. See the <a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_A-Frame">Building up a basic demo with A-Frame</a> subpage for the step-by-step process of creating the demo.</p>
+
+<h3 id="Building_up_a_basic_demo_with_Babylon.js">Building up a basic demo with Babylon.js</h3>
+
+<p><span class="seosummary">Babylon.js is one of the most popular 3D game engines used by developers. As with any other 3D library it provides built-in functions to help you implement common 3D functionality more quickly. See the <a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Babylon.js">Building up a basic demo with Babylon.js</a> subpage for the basics of using Babylon.js, including setting up a development environment, structuring the necessary HTML, and writing the JavaScript code.</span></p>
+
+<h3 id="Building_up_a_basic_demo_with_PlayCanvas">Building up a basic demo with PlayCanvas</h3>
+
+<p>PlayCanvas is a popular 3D WebGL game engine open sourced on GitHub, with an editor available online and good documentation. See the <a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_PlayCanvas">Building up a basic demo with PlayCanvas</a> subpage for high level details, and further articles showing how to create demos using the PlayCanvas library, and the online editor.</p>
+
+<h3 id="Building_up_a_basic_demo_with_Three.js">Building up a basic demo with Three.js</h3>
+
+<p>Three.js, as any other library, gives you a huge advantage: instead of writing hundreds of lines of WebGL code to build anything interesting you can use built-in helper functions to do it a lot easier and faster. See the <a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js">Building up a basic demo with Three.js</a> subpage for the step-by-step process of creating the demo.</p>
+
+<h3 id="Other_tools">Other tools</h3>
+
+<p>Both <a href="http://unity3d.com/">Unity</a> and <a href="https://www.unrealengine.com/">Unreal</a> can export your game to <a href="/en-US/docs/Web/API/WebGL_API">WebGL</a> with <a href="/en-US/docs/Games/Tools/asm.js">asm.js</a>, so you're free to use their tools and techniques to build games that will be exported to the web.</p>
+
+<p><img alt="" src="http://end3r.github.io/MDN-Games-3D/A-Frame/img/shapes.png" style="border-style: solid; border-width: 1px; display: block; margin: 0px auto;"></p>
+
+<h2 id="Where_to_go_next">Where to go next</h2>
+
+<p>With this article we just scratched the surface of what's possible with currently available technologies. You can build immersive, beautiful and fast 3D games on the Web using WebGL, and the libraries and frameworks build on top of it.</p>
+
+<h3 id="Source_code">Source code</h3>
+
+<p>You can find all the source code for this series <a href="http://end3r.github.io/MDN-Games-3D/">demos on GitHub</a>.</p>
+
+<h3 id="APIs">APIs</h3>
+
+<ul>
+ <li><a href="/en-US/docs/Web/API/Canvas_API">Canvas API</a></li>
+ <li><a href="/en-US/docs/Web/API/WebGL_API">WebGL API</a></li>
+ <li><a href="/en-US/docs/Web/API/WebVR_API">WebVR API</a></li>
+</ul>
+
+<h3 id="Frameworks">Frameworks</h3>
+
+<ul>
+ <li><a href="http://threejs.org/">Three.js</a></li>
+ <li><a href="https://github.com/WhitestormJS/whs.js">Whitestorm.js</a> (based on Three.js)</li>
+ <li><a href="https://playcanvas.com/">PlayCanvas</a></li>
+ <li><a href="http://www.babylonjs.com/">Babylon.js</a></li>
+ <li><a href="http://aframe.io/">A-Frame</a></li>
+</ul>
+
+<h3 id="Tutorials">Tutorials</h3>
+
+<ul>
+ <li><a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Three.js">Building up a basic demo with Three.js</a></li>
+ <li><a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Whitestorm.js">Building up a basic demo with Whitestorm.js</a></li>
+ <li><a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_PlayCanvas">Building up a basic demo with PlayCanvas</a></li>
+ <li><a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_Babylon.js">Building up a basic demo with Babylon.js</a></li>
+ <li><a href="/en-US/docs/Games/Techniques/3D_on_the_web/Building_up_a_basic_demo_with_A-Frame">Building up a basic demo with A-Frame</a></li>
+</ul>
diff --git a/files/ar/games/techniques/index.html b/files/ar/games/techniques/index.html
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+---
+title: Techniques for game development
+slug: Games/Techniques
+tags:
+ - Games
+ - Guide
+ - NeedsTranslation
+ - TopicStub
+translation_of: Games/Techniques
+---
+<div>{{GamesSidebar}}</div><div>{{IncludeSubnav("/en-US/docs/Games")}}</div>
+
+<div class="summary">
+<p><span class="seoSummary">This page lists essential core techniques for anyone wanting to develop games using open web technologies.</span></p>
+</div>
+
+<dl>
+ <dt><a href="/en-US/docs/Games/Techniques/Async_scripts">Using async scripts for asm.js</a></dt>
+ <dd>Especially when creating medium to large-sized games, async scripts are an essential technique to take advantage of, so that your game's JavaScript can be compiled off the main thread and be cached for future game running, resulting in a significant performance improvement for your users. This article explains how.</dd>
+ <dt><a href="/en-US/docs/Apps/Developing/Optimizing_startup_performance" title="/en-US/docs/Apps/Developing/Optimizing_startup_performance">Optimizing startup performance</a></dt>
+ <dd>How to make sure your game starts up quickly, smoothly, and without appearing to lock up the user's browser or device.</dd>
+ <dt><a href="/en-US/docs/Games/WebRTC_data_channels" title="/en-US/docs/Games/WebRTC_data_channels">Using WebRTC peer-to-peer data channels</a></dt>
+ <dd>In addition to providing support for audio and video communication, WebRTC lets you set up peer-to-peer data channels to exchange text or binary data actively between your players. This article explains what this can do for you, and shows how to use libraries that make this easy.</dd>
+ <dt><a href="/en-US/docs/Games/Techniques/Efficient_animation_for_web_games">Efficient animation for web games</a></dt>
+ <dd>This article covers techniques and advice for creating efficient animation for web games, with a slant towards supporting lower end devices such as mobile phones. We touch on CSS transitions and CSS animations, and JavaScript loops involving {{ domxref("window.requestAnimationFrame") }}.</dd>
+ <dt><a href="/en-US/docs/Games/Techniques/Audio_for_Web_Games">Audio for Web Games</a></dt>
+ <dd>Audio is an important part of any game — it adds feedback and atmosphere. Web-based audio is maturing fast, but there are still many browser differences to negotiate. This article provides a detailed guide to implementing audio for web games, looking at what works currently across as wide a range of platforms as possible.</dd>
+ <dt><a href="/en-US/docs/Games/Techniques/2D_collision_detection">2D collision detection</a></dt>
+ <dd>A concise introduction to collision detection in 2D games.</dd>
+ <dt><a href="/en-US/docs/Games/Techniques/Tilemaps">Tilemaps</a></dt>
+ <dd>Tiles are a very popular technique in 2D games for building the game world. These articles provide an introduction to tilemaps and how to implement them with the Canvas API.</dd>
+</dl>