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Books > Computing & IT > Computer software packages > Computer games
This engaging book presents the essential mathematics needed to
describe, simulate, and render a 3D world. Reflecting both academic
and in-the-trenches practical experience, the authors teach you how
to describe objects and their positions, orientations, and
trajectories in 3D using mathematics. The text provides an
introduction to mathematics for game designers, including the
fundamentals of coordinate spaces, vectors, and matrices. It also
covers orientation in three dimensions, calculus and dynamics,
graphics, and parametric curves.
In just 24 lessons of one hour or less, Coding with Roblox Lua in
24 Hours: The Official Roblox Guide helps you learn all the skills
and techniques you'll need to code your own Roblox experiences.
Perfect for beginners, each short and easy lesson builds upon
everything that's come before, helping you quickly master the
essentials of Lua programming. Step-by-step instructions walk you
through common questions, issues, and tasks; Q&As, Quizzes, and
Exercises build and test your knowledge; "Did You Know?" tips offer
insider advice and shortcuts; and "Watch Out!" alerts help you
avoid pitfalls. Learn how to... * Code with properties, variables,
functions, if/then statements, and loops * Organize information
using arrays and dictionaries * Work with events to make things
move, explode, count down, and do whatever you can imagine * Keep
your code manageable with abstractions and object-oriented
programming * Store data permanently to create leaderboards,
inventories, and custom currency * Use raycasting to allow visitors
to place their own objects, such as furniture and props, within
your world
Considered a sign of the 'coming of age' of video games as an
artistic medium, the award-winning BioShock franchise covers vast
philosophical ground. BioShock and Philosophy: Irrational Game,
Rational Book presents expert reflections by philosophers (and
Bioshock connoisseurs) on this critically acclaimed and immersive
fan-favorite. Reveals the philosophical questions raised through
the artistic complexity, compelling characters and absorbing plots
of this ground-breaking first-person shooter (FPS) Explores what
BioShock teaches the gamer about gaming, and the aesthetics of
video game storytelling Addresses a wide array of topics including
Marxism, propaganda, human enhancement technologies, political
decision-making, free will, morality, feminism, transworld
individuality, and vending machines in the dystopian society of
Rapture Considers visionary game developer Ken Levine's depiction
of Ayn Rand's philosophy, as well as the theories of Aristotle, de
Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of
Philosophical Heroes
Create stunning 3D games in a short amount of time using Amazon
Lumberyard, a free and exciting game development platform. This
book is a ground-up, out-of-the-box tutorial on 3D game development
and programming with Lua and Amazon Lumberyard with little or no
game development experience required. Beginning Game Development
with Amazon Lumberyard walks you through the user interface of the
Amazon Lumberyard engine; teaches you how to develop detailed
terrain using heightmaps, megatextures, weather, and vegetation;
and takes you through exporting the game for distribution. The book
will show you how to create a player as well as enemies while not
getting bogged down with third-party tools for animation or model
creation. You will also work with simple physics, colliders,
meshes, weather generation, Lua scripting, user interface
development, and much more. By the end of the book, you will be
able to create many different types of video games using the Amazon
Lumberyard engine and even have a completed project ready to
release or put in your portfolio. What You Will Learn Discover the
mechanics and terminology of game development Familiarize yourself
with the Amazon Lumberyard game engine in detail Modify game
scripts using the Lua language Discover how to optimally structure
game layers Who This Book is For Developers, programmers, and
would-be game designers who have long wanted to dip their toes into
the world of game development but have found other game engines and
platforms to have too high a barrier to entry.
Visionary game designer Jane McGonigal reveals how we can harness
the power of games to solve real world problems and improve our
day-to-day living.
Unity brings you ever closer to the "author once, deploy anywhere"
dream. With its multiplatform capabilities, you can target desktop,
web, mobile devices, and consoles using a single development
engine. Little wonder that Unity has quickly become the #1 game
engine out there. Mastering Unity is absolutely essential in an
increasingly competitive games market where agility is expected,
yet until now practical tutorials were nearly impossible to find.
Creating Games with Unity and Maya gives you with an end-to-end
solution for Unity game development with Maya. Written by a
twelve-year veteran of the 3D animation and games industry and
professor of 3D animation, this book takes you step-by-step through
the process of developing an entire game from scratch-including
coding, art, production, and deployment. This accessible guide
provides a "non-programmer" entry point to the world of game
creation. Aspiring developers with little or no coding experience
will learn character development in Maya, scripts, GUI interface,
and first- and third-person interactions.
Computer game creation is a fascinating but very complex subject,
and this complexity can be off -putting to many. However, you
shouldn't lose heart if you want to learn how to create great
games; all you need is this book, some enthusiasm, and a good
imagination. The Game Maker's Apprentice shows you how to create 9
complete, exciting games of different types (action, adventure,
puzzle, and more) using the wildly popular Game Maker game creation
tool, complete with professional quality sounds and visuals. It
also teaches you all you need to know about game design theory
(challenges, learning curves, level design etc) and programming to
give you a solid grounding in game design. Game Maker uses an easy
drag-and-drop interface for the most part, so you don't need to
have any coding experience to start creating games. It also
features a built-in programming language to allow you to add
advanced features to your games. You can progress to using this
when you are ready. Go to http: //www.gamemaker.nl/ for more
information.
Start building commercial and playable games in Unity with C#
through a series of practical projects ranging from a simple 2D
game to adding AR/VR experiences with this full-color guide Key
Features * Create game apps, including a 2D adventure game, a 3D
first-person shooter, and more * Explore Unity's component-based
approach to implementing features in Unity 2022 through a
GameObject hierarchy based on C# scripts * Follow steps for
publishing, marketing, and maintaining your games effectively Book
Description Unity 2022 by Example is a complete introduction to
building games in Unity following a project-based approach. You'll
be introduced to the Unity game engine and the tools available for
building and customizing a game exactly the way you want while
maintaining a good code foundation to build upon. Once you get
familiar with the fundamentals of Unity game development, you'll
start creating a 2D collection game and an adventure game followed
by a 3D first-person shooter game. You'll then explore advanced
topics such as machine learning by creating AI-based enemy
behavior, virtual reality by extending the first-person game, and
augmented reality by exploring a farming sim in a real-world
setting. These topics are completed in practice while building
projects using the latest game tool kits. Finally, you'll learn how
to commercialize your game by publishing it to a distribution
platform and maintain and support it throughout its lifespan. As
you progress, you'll gain real-world knowledge and experience by
taking a game from conceptual design to completion. By the end of
this Unity book, you'll have strong foundational knowledge of how
to structure a Unity project that is both maintainable and
extensible for commercially released games. What you will learn *
Navigate and use the primary windows of the editor, and the new
features introduced in Unity 2022 * Create new Unity game projects
and add functionality with C# code * Specify your game design and
break it down into systems and components for implementation *
Create beautiful playable environments quickly and use them for
both 2D and 3D games * Build player characters and use them to
develop complete game mechanics, the core game loop, and win/lose
conditions * Get up to speed with Unity Gaming Services available
for creating commercially viable games Who This Book Is For If you
find yourself struggling with completing game projects in Unity and
want to follow best practices while maintaining a good coding
structure, then this book is for you. Aspiring game developers, as
well as anyone with some experience in developing games who wants
to design basic playable and commercial games in Unity with a core
loop, player verbs, simple mechanics, and win/lose conditions will
find this book useful. Readers are expected to have experience with
the Unity Editor interface and implementing functionality by
creating C# scripts.
Video games open portals into fantastical worlds where imaginative
play prevails. The virtual medium seemingly provides us with ample
opportunities to behave and act out with relative safety and
impunity. Or does it? Sound Play explores the aesthetic, ethical,
and sociopolitical stakes of our engagements with gaming's audio
phenomena-from sonic violence to synthesized operas, from
democratic music-making to vocal sexual harassment. Author William
Cheng shows how the simulated environments of games empower
designers, composers, players, and scholars to test and tinker with
music, noise, speech, and silence in ways that might not be prudent
or possible in the real world. In negotiating utopian and alarmist
stereotypes of video games, Sound Play synthesizes insights from
across musicology, sociology, anthropology, communications,
literary theory, and philosophy. With case studies that span Final
Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online,
and Team Fortress 2, this book insists that what we do in there-in
the safe, sound spaces of games-can ultimately teach us a great
deal about who we are and what we value (musically, culturally,
humanly) out here.
Learn to set up a Pi-based game development environment, and then
develop a game with Lua, a popular scripting language used in major
game frameworks like Unreal Engine (BioShock Infinite), CryEngine
(Far Cry series), Diesel (Payday: The Heist), Silent Storm Engine
(Heroes of Might and Magic V) and many others. More importantly,
learn how to dig deeper into programming languages to find and
understand new functions, frameworks, and languages to utilize in
your games. You'll start by learning your way around the Raspberry
Pi. Then you'll quickly dive into learning game development with an
industry-standard and scalable language. After reading this book,
you'll have the ability to write your own games on a Raspberry Pi,
and deliver those games to Linux, Mac, Windows, iOS, and Android.
And you'll learn how to publish your games to popular marketplaces
for those desktop and mobile platforms. Whether you're new to
programming or whether you've already published to markets like
Itch.io or Steam, this book showcases compelling reasons to use the
Raspberry Pi for game development. Use Developing Games on the
Raspberry Pi as your guide to ensure that your game plays on
computers both old and new, desktop or mobile. What You'll Learn
Confidently write programs in Lua and the LOVE game engine on the
Raspberry Pi Research and learn new libraries, methods, and
frameworks for more advanced programming Write, package, and sell
apps for mobile platforms Deliver your games on multiple platforms
Who This Book Is ForSoftware engineers, teachers, hobbyists, and
development professionals looking to up-skill and develop games for
mobile platforms, this book eases them into a parallel universe of
lightweight, POSIX, ARM-based development.
Create your first turn-based multiplayer game using GameMaker
Studio 2's built-in networking functions as well as using a simple
NodeJS server. This book introduces you to the complexities of
network programming and communication, where the focus will be on
building the game from the ground up. You will start with a brief
introduction to GameMaker Studio 2 and GML coding before diving
into the essential principles of game design. Following this, you
will go through an introductory section on NodeJS where you will
learn how to create a server and send and receive data from it as
well as integrating it with GameMaker Studio. You will then apply
multiplayer gaming logic to your server and unlock multiplayer game
features such as locating a player, syncing their data, and
recording their session. What You Will Learn Discover the
architecture of GameMaker Studio 2 Add new features to your game
with NodeJS modules Integrate GameMaker Studio 2 with NodeJS Master
GameMaker Studio 2's built-in networking functions Who This Book Is
For GameMaker Studio users who want to understand how the
networking components of GMS 2 work. Basic JavaScript knowledge is
required.
Im Zuge der Digitalisierung werden Gestaltung und Management der
Digital Customer Experience zunehmend wertvoller. Technologiefuhrer
diverser Branchen sind besonders dafur bekannt, digitale
Interaktionen zwischen Nutzern, Drittanbietern und weiteren
Akteuren erfolgreich zu organisieren. In diesem essential wird die
Videospieleplattform Steam mit der Fallstudienmethode untersucht.
Basierend auf der Analyse von Steam werden Handlungsempfehlungen
abgeleitet, die auch fur Unternehmen in traditionellen Branchen
anwendbar sind. Schwerpunkte bilden hierbei die Orientierung von
Services und Serviceportfolio an Kundenbedurfnissen, das Management
von Konsumententechnologie sowie die Entwicklung von Vertrauen und
Loyalitat durch Verankerung von Werten und Normen auf einer
digitalen Plattform. Die Handlungsempfehlungen werden anschliessend
in der Automobilbranche, bei TV-Streaminganbietern und anhand einer
Plattform fur Autoreparaturen beispielhaft illustriert.Der Autor
Benjamin Spottke lehrt und forscht am Institut fur
Wirtschaftsinformatik der Universitat St. Gallen.
Create a fully working multiplayer game from scratch using
TypeScript, Socket.IO, and the community edition of Phaser.js. You
will achieve amazing feats in the browser without having to install
any software. This book teaches you how to use the Phaser game
engine APIs to tap into physics, and how to utilize HUD information
and fire lasers. Let's Build a Multiplayer Phaser Game dives into
the details to show you how to create a multiplayer game from
beginning to end. Once you have finished this book, you will be
well versed in creating not only a game, but also an application
that you can extend with new functionality to enjoy with your
friends. What You'll Learn Discover the ins and outs of Socket.IO
for real-time web communication Use TypeScript to allow your
project to be typed and self-documenting See how gaming mechanics
work to make a game entertaining Get a deeper understanding of how
to structure your working directory and your code Scale what you
have created Who This Book Is For Developers who want to know how
to create and structure a complex online game
Now in its third edition, the classic book on game design has been
completely revised to include the latest developments in the game
industry. Readers will learn all the fundamentals of concept
development, gameplay design, core mechanics, user interfaces,
storytelling, and balancing. They'll be introduced to designing for
mobile devices and touch screens, as well as for the Kinect and
motion-capture gameplay. They'll learn how indie developers are
pushing the envelope and how new business models such as
free-to-play are influencing design. In an easy-to-follow approach,
Adams offers a first-hand look into the process of designing a
game, from initial concept to final tuning. This in-depth resource
also comes with engaging end-of-chapter exercises, design
worksheets, and case studies.
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
How to Make a Movie on a Tight BudgetToday's indie film market is
growing by leaps and bounds and filmmaker Rickey Bird and
screenwriter and novelist Al Guevara are on a mission to help indie
moviemakers everywhere. Bird and Guevara want to show aspiring
filmmakers how to overcome common movie and video production
problems: Not enough money for crews Over budget and likely making
the wrong movie Can't get the attention of an indie studio Should
have started with a short film to gain attention Amateur Movie
& Video Production. Thousands of aspiring filmmakers are
learning how to use cheaper, widely available filmmaking
technology, and the craft of making movies from books pulled from
bookstore and library shelves. Their work is totally DIY and they
are the most creative people you will ever meet. Rickey Bird's
Hectic Films is a Southern California enterprise building a
filmmaking empire on a budget. His short films, feature films,
micro docs and tutorials have landed in some of the biggest
American film festivals and been seen online worldwide. The result?
Millions of views worth of exposure from films online, in festivals
and creative marketing literally on the street. His many projects
have seen leading B actors like Hulk Hogan and Vernon Wells (Mad
Max Road Warrior), make-up artists from the TV show Grimm, and
stuntmen from the Call of Duty games. What you'll learn in this
book: How planning and shooting a short film today can lead to a
feature-length project tomorrow Everything you need to know about
writing a movie project on a burger budget Tips on how to find
locations and not get arrested Shooting tips galore for building
exciting scenes Sound and film editing tips and all kinds of
special effects wizardry, including puppetry Screenings,
promotions, and juicy tips on film festival strategy If you liked
books such as How to Shoot Video That Doesn't Suck, The Filmmaker's
Handbook, or Rebel Without a Crew, you'll love Cheap Movie Tricks.
Classical music is everywhere in video games. Works by composers
like Bach and Mozart fill the soundtracks of games ranging from
arcade classics, to indie titles, to major franchises like
BioShock, Civilization, and Fallout. Children can learn about
classical works and their histories from interactive iPad games.
World-renowned classical orchestras frequently perform concerts of
game music to sold-out audiences. But what do such combinations of
art and entertainment reveal about the cultural value we place on
these media? Can classical music ever be video game music, and can
game music ever be classical? Delving into the shifting and often
contradictory cultural definitions that emerge when classical music
meets video games, Replay Value offers a new perspective on the
possibilities and challenges of trying to distinguish between art
and pop culture in contemporary society.
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Serious Games
- Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings
(Paperback, 1st ed. 2017)
Mariano Alcaniz, Stefan Goebel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, …
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R2,269
Discovery Miles 22 690
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Ships in 18 - 22 working days
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This book constitutes the proceedings of the Third Joint
International Conference on Serious Games, JCSG 2017, held in
Valencia, Spain, in November 2017. This conference bundles the
activities of the 8th International Conference on Serious Games
Development and Applications, SGDA 2017, and the 7th Conference on
Serious Games, GameDays 2017. The total of 23 full papers, 3 short
papers, and 4 poster papers was carefully reviewed and selected
from 44 submissions. The topics covered by the conference offered
participants a valuable platform to discuss and learn about the
latest developments, technologies and possibilities in the
development and use of serious games with a special focus on how
different fields can be combined to achieve the best possible
results.
Winner of the Forward Prize for Best First Collection Winner of the
E. M. Forster Award Winner of the Rooney Prize for Irish Literature
Shortlisted for the Dylan Thomas Prize Shortlisted for the John
Pollard Poetry Prize A Sunday Times, New Statesman and Telegraph
Book of the Year 2019 'Every poem in this book is a marvel. Taken
all together they make up a work of almost miraculous depth and
beauty' Sally Rooney 'A poetry debut fit to compare with Seamus
Heaney. This wonderful long poem is up there with the greats'
Sunday Times When Stephen Sexton was young, video games were a way
to slip through the looking glass; to be in two places at once; to
be two people at once. In these poems about the death of his
mother, this moving, otherworldly narrative takes us through the
levels of Super Mario World, whose flowered landscapes bleed into
our world, and ours, strange with loss, bleed into it. His
remarkable debut is a daring exploration of memory, grief and the
necessity of the unreal.
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