![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Computer software packages > Computer games
In this book, XNA expert Reimer Grootjans brings together a selection of the hottest quick-start recipes in XNA programming for the Xbox and Windows PC. Advanced XNA programmers, experienced coders new to games development, and even complete beginners will find XNA Game Programming Recipes an invaluable companion when building games for fun or as commercial products. Numerous problem-solving recipes cover topics from cameras and angles, to textures, models, and lighting and shadowing, and will get you over the common hurdles encountered in both 2D and 3D XNA application design.
Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'lllearn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others. The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity andhighlight common recurring cocos2d beginner questions.As you move along, you'll learnabout possible stumbling blocks and how to navigate them successfully.As you move frombeginning to advanced, you'llencountergeneral game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. What you'll learn Familiarity with the core cocos2d game engine API and the Box2d physics engine Understanding of the process and best practices of game development, in the context of cocos2d and its related tools Enthusiasm and excitement to createyour own games paired with a realization thatyou areable to create games which can compete on the App Store Where to go from here: further information and alternative implementations Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Check out the forum for Learn iPhone and iPad cocos2D Game Development: http: //cocos2d-central.com Table of Contents Introduction Getting Started Essentials Your First Game Game Building Blocks Sprites In-Depth Scrolling with Joy Shoot 'em Up Particle Effects Working with Tilemaps Isometric Tilemaps Physics Engines Pinball Game Game Center Out of the Ordinary
In this latest work, Selfe and Hawisher explore the complexly
rendered relationship between computer gaming environments and
literacy development by focusing on the stories of computer gamers
in the United States at the beginning of the twenty-first century.
Using the words and observations of individual gamers, this book
offers historical and cultural analyses of literacy development,
practices, and values.
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.
COM051310
In the wake of a miraculous happening, it becomes apparent that hope lives on. There is a reason to go on fighting. The destruction of the Dark Hour may erase all memories of their days fighting together... but they will not forget.
The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. "The Observer" newspaper recently called Gee 'One of the worlds leading educational experts'.This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.
Crafted to resemble a set of Abstergo case files, this immersive and interactive book provides a glimpse into the technology that allows characters to inhabit the lives of their ancestors - a cornerstone of the Assassin's Creed narrative. In-depth and beautifully illustrated, the Assassin's Creed Manual will grant a never-before-seen look at the inner workings of the fictional corporation at the heart of the blockbuster franchise.
Take it to the next level! Bursting with the biggest games, latest trends, and hottest news, Next Level Games Review 2023 is the ultimate annual gaming guide. Inside you'll discover a recap of the last twelve months in gaming and a preview of what's coming soon, plus an exclusive intro written by YouTube, TV, and radio presenter Julia Hardy. Whether you want to relive the action in Deathloop, learn about the exciting new Steam Deck, get a head start in Switch Sports, explore Minecraft biomes, become an MMO champion, join the Guardians of the Galaxy aboard the Milano, catch new Diamond and Pearl Pokemon, check out indie adventures, build your Ultimate Team in FIFA, or return to The Lands Between in Elden Ring, this guide is a game-changer! 200+ GAMES: Find out surprising stats and entertaining facts on over 200 games, including Mario, Demon Slayer, Forza, Call of Duty, Genshin Impact, Roblox, Tom Clancy's Rainbow Six, Sonic, Final Fantasy, Madden NFL, and The Legend of Zelda. PERFECT FOR NEW GAMERS: Packed with tips and tricks for new and young gamers, plus a special glossary section so you can learn the lingo. ESPORTS CHAPTER: Catch up on all the news and read fascinating trivia on the top eSports games, including League of Legends, Counter-Strike: Global Offensive, Fortnite, Dota 2, and Overwatch. INSIDER INFO: Get the inside take from gaming experts and learn all about your favourite game studios, including FromSoftware, EA, Bandai Namco, 343, Eidos Montreal, and Gearbox Software.
The Fighter, the Sorceress, the Elf, the Wizard, the Amazon, and the Dwarf. These six heroes have come together to quest for riches, for glory, and for the honor of the kingdom of Hydeland!(Though really, it's mostly for the riches...) Join an epic journey through catacombs, castles, and labyrinths, as the party seeks to retrieve the most legendary of all relics - the Dragon's Crown!
The unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible "feminine endings." The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora
Get a thorough and practical introduction to Unity development for Android devices with no previous experience with game development needed. In this book, you'll go through every step from downloading and installing Unity and the Android SDK, to creating fully functional games. The bulk of Learn Unity for Android Game Development is a simple project to create a 2D platform game complete with touchscreen controls, physics, enemies, respawning, collectibles and more. The book closes with a brief introduction to creating 3D games, virtual reality games for the Gear VR, and other more advanced applications. It also provides some guidance on publishing and marketing, as well as thinking about game design and mechanics. Resources including sprites and scripts are provided in the code download. What You Will Learn Install Unity with the Android SDK Understand and use scripts, prefabs and Android Studio Design a great game Build a game app Add a bit of polish Deploy for various Android devices Build and deploy for 3D games, virtual reality and more Promote your game and make money Who This Book Is For This book requires no previous experience with programming or game development of any kind. Prior experience with the Android ecosystem recommended.
Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you'll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario. The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019. The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs. On completing Character Rigging and Advance Animation, you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion. What You Will Learn Understand the 12 principles of animation Set up an animation-ready character rig from scratch Master the deformation tools available for animation Who This Book Is For Readers who are familiar with 3ds Max at a basic level and are looking at getting into character rigging and animation.
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.
Improve your game's code to make it more readable, reusable, modular and optimized following design patterns, and enhance your overall use of C++ with Unreal Engine Key Features * Explore the fascinating world of design patterns and their application to game development in Unreal Engine 5 * Learn how to translate code from Blueprint to C++ to produce performant solutions for your game's development * Discover best practices for clean code and apply them to Unreal Engine 5 and C++ Book Description Design patterns are a series of tools and practices by which we can learn to write faster and easier to work with code. With this book, you will explore a range of design patterns and how they can be applied to projects developed in Unreal Engine 5. The book begins by exploring the key principles which underpin code and develop an understanding of the concepts, challenges, and key benefits of using patterns in your code. We'll then move on to identifying patterns which are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight and Spatial Partitioning, then explore some of the existing tool sets which embody patterns in their design and usage including Component, Behaviour Tree and Update. You'll then start to develop a series of gameplay use cases through C++ to implement a range of design patterns including Interface and Event based Observers to build a decoupled communications hierarchy and explore Singleton, Command and State, as well as Behavioural Patterns, Template, Subclass Sandbox and Type Object. The final section of the book will introduce the use of design patterns for optimization including Dirty Flag, Data Locality and Object Pooling. By the end of this book, you will be able to design systems with the perfect C++/Blueprint blend for maintainable and scalable systems. What you will learn * Understand what a design pattern is and why it is useful * Understand the layers within UE5 and how they work together * Develop an understanding of the relationship between C++ code and Blueprint in Unreal Engine 5 * Translate code from Blueprint to C++ in Unreal Engine 5 * Understand design patterns found within existing Unreal Engine 5 functions * Explore design patterns to understand their purpose and application within Unreal Engine 5 * Creatively apply design patterns to existing code to simplify common problems * Apply best practice principles for clean code Who This Book Is For If you are a beginner or intermediate game developer who is working with Unreal Engine and would like to improve your C++ coding practices, this book will help you produce clean, reusable code using design patterns. The book will cover introductory tasks to show the key fundamentals of using Unreal Engine 5 however learning Unreal Engine from scratch is not the purpose of this book. You would benefit from having some experience of the Unreal Engine but deep working knowledge is not required as activities will introduce the tools and features when needed.
Professional XNA(R) Programming Building Games for Xbox 360(R) and Windows(R)with XNA Game Studio 2.0, 2nd Edition This improved and updated edition of the bestseller will get you up and running quickly with building games for Xbox 360 and the Windows platform. Professional game developer and Microsoft MVP Benjamin Nitschke begins by explaining how to install the free XNA Game Studio 2.0 and then goes on to share essential advice for using it in a productive way. Before you know it, each successive chapter will have you developing small games that increase in difficulty. By using the chapters as building blocks, you'll evolve from 2D programming to 3D, and you'll ultimately create a full-blown graphics engine that can be used for more advanced game projects. Plus, you'll get an inside look at six fully functional games, including the popular Racing Game and the new Dungeon Quest. What you will learn from this book Tips for adding music and sound with XACT Techniques for creating unique visual effects through Shaders Ways to access keyboard, mouse, and Xbox controllers with XInput How to write your own XNA graphics engine and create a game engine How to manage content in XNA Myriad ways of fine-tuning, debugging, and troubleshooting How to make sure games run on the Xbox 360 Ways to generate landscapes and tracks How to take advantage of XNA's new networking APIs Who this book is for This book is for anyone who wants to create games on the Xbox 360 and Windows platforms. Experience with C# or a similar .NET language is necessary, but previous game programming is not required. Wrox Professional guides are planned and written by workingprogrammers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.
Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine. Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity's features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you'll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you're ready to get started. Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems Use 2D graphics and physics features to build a side-scrolling action game Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models Dive into Unity's advanced features, such as precomputed lighting, shading, customizing the editor, and deployment
Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development. Author Sebastiano Cossu teaches you to design levels in your games, draw sprites to populate your virtual worlds, program game objects for interaction with the player, incorporate custom music and sound effects, build GUIs for your menus and game interfaces, and support keyboard, mouse, and gamepad controls in your projects. He shows you how to build cross-platform games to run on all desktop platforms (Windows, Linux, Mac OS) and publish them on the most popular game stores such as Steam, GOG, Humble Store, and Itch.io. What You'll Learn Create games for different genres Master GameMaker Language (GML) programming Apply game design principles Delve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required. |
![]() ![]() You may like...
CCNP Collaboration Cloud and Edge…
Jason Ball, Thomas Arneson
Hardcover
R1,493
Discovery Miles 14 930
Evolutionary Machine Learning Techniques…
Seyed Ali Mirjalili, Hossam Faris, …
Hardcover
R5,117
Discovery Miles 51 170
Mathematics and Computing - ICMC 2018…
Debdas Ghosh, Debasis Giri, …
Hardcover
R2,960
Discovery Miles 29 600
Solving Computationally Expensive…
Slawomir Koziel, Leifur Leifsson, …
Hardcover
CompTIA Security+ Certification Practice…
Daniel Lachance, Glen Clarke
Paperback
R570
Discovery Miles 5 700
|