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Books > Computing & IT > Computer software packages > Computer games
BlackBerry smart phones aren't just for business. In fact, throw
away that boring spreadsheet, tear up that yearly budget reportthe
BlackBerry is a lean, mean game-playing machine. Carol Hamer and
Andrew Davison, expert software game developers, show you how to
leverage the BlackBerry Java Development Environment (based on Java
ME) to design and create fun, sophisticated game applications from
role playing to dueling with light sabers. The BlackBerry: not as
clumsy or as random as a blasteran elegant device, for a more
civilized age.
In this book, Carol and Andrew give you the professional
techniques you need to use music, 2D and 3D graphics, maps, and
game design patterns to build peer-to-peer games, role playing
games, and more for the BlackBerry. What you'll learn How to build
a custom user interface with your game's theme How to take your
graphics to the next level with SVG and OpenGL ES How to boogie on
down with a MMAPI music player How to optimize your games with
BlackBerry-specific APIs and tools How to program games for any
BlackBerry device, from the earliest Java-enabled smartphones to
models that run the BlackBerry 5 operating system How to build
games for two players or the whole world with GPS, SMS, and the
Internet How to create space adventures that may confound your mind
with their awesomeness. How to drive a toy sports car from your
BlackBerry using Bluetooth and USB How to sell your game on
BlackBerry App World and beyond Who this book is for
This book is for game enthusiasts and software engineers who
know at least a bit of Java and want to program games for the
BlackBerry. No prior knowledge of Micro Edition programming is
required. Table of Contents Gaming on BlackBerry BlackBerry
Application Basics Game Graphics and Events with MIDP and RIM
Classes Adding a Professional Look and Feel Security and Selling
Your Game Swingin' Light Saber Play a Live Opponent with SMS Using
Scalable Vector Graphics Creating Role-Playing Games on the
Internet Remotely Drive a (Toy) Sports Car Fox and Hounds
Introducing 3D with JSR 239
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.
Based on 48 interviews and years of research, Game of X v.1: Xbox
tells the many stories of Microsoft's unlikely entry into the game
console business. In addition to the personal insights of the key
players in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live. Key Features Based on 48
interviews and years of research, Game of X v.1: Xbox tells the
many stories of Microsoft's unlikely entry into the game console
business. In addition to the personal insights of the key players
in the story, Game of X includes many previously unreleased
documents that show what was going on behind the scenes. This is
the story of Xbox and Xbox Live.
Discover the power of Unreal Engine 5 and the MetaHuman Creator to
develop realistic digital characters, infusing them with full body
and facial animation Key Features * Create realistic characters
using the MetaHuman Creator using a mixture of preset and custom
tools * Import your character into Unreal Engine 5 to access more
editing options and begin animating it * Combine face and body
motion capturing to fully animate your digital humans Book
Description MetaHuman Creator (MHC) is an online, user-friendly 3D
design tool for creating highly realistic digital humans that can
be animated within Unreal Engine (UE) and enhanced with motion
capture technology. This means that filmmakers and game developers
now have access to a high quality, affordable solution that was
previously only available to specialist studios. This book will
focus on using UE5 and MHC from a filmmaker angle. Firstly, you'll
understand how to use the online MHC to create a digital character,
changing its facial structure, body type, and clothing. After that,
you'll learn all the necessary steps to bring the character into
UE5 and set it up for animation. Then, using an iPhone and a webcam
to capture face and body movements, you'll mix these motion capture
files, refine the animations using the MetaHuman Control Rig, and
save these takes to be reused and edited again within the Level
Sequencer. On top of that, you'll learn how to create a rendered
video file for film production using both the Level Sequencer and a
VR Cinematic Camera. By the end of this book, you'll have created
your own MetaHuman character, as well as face and body motion
capture data, and learned the necessary skills to give your future
projects further realism and creative control. What you will learn
* Create your own bespoke character using MHC * Develop custom
faces based on real people * Utilize Blueprints to take control of
your digital character * Retarget animations using the Unreal
Mannequin * Use DeepMotion and Live Link for complete body and face
animation * Use the Control Rig to refine animations * Export and
render your character Who This Book Is For This book is for
filmmakers and hobbyists who are planning to make a film using
Unreal Engine for the first time, having worked in live action or
purely digital media previously, either professionally or as a
hobby. No experience with Unreal Engine is required, however it is
useful to have some knowledge of 3D development applications and
concepts like wireframes, skin weights, transform tools, and motion
capture. It is recommended that you have access to an iPhone X (or
a later model). Alternatively, you can use a free or paid version
of Faceware, along with a basic webcam.
Arm yourself with the practical skills and cutting edge insights
needed to successfully design engaging games across a variety of
genres and platforms Key Features * Master the skills, processes,
and techniques required to work in a professional studio * Ace the
core principles and processes of level design, world building, and
storytelling * Design, implement, and polish high quality features
and mechanics for modern video games Book Description If you are
seeking an up-to-date and actionable guide to game design, then you
have come to the right place! Immerse yourself in the fundamentals
of game design with this book, written by two industry veterans
with decades of game design experience across a variety of genres
and platforms. The second edition retains its original goal of
teaching the basics of game design in a practical manner, but also
adds some of the most recent trends in game design and a whole lot
of new practical examples from games of the current generation. A
new chapter on games as a service will explain how the role of the
game designer is evolving and go deeper into the design of games
that are meant to be played forever. Starting with learning how to
conceptualize a game idea, you will gradually move on to devising a
design plan and adapting solutions from existing games. You will
discover how to produce original game mechanics, and test and
eliminate anticipated design risks. You will then learn the basics
of Level Design, Interactive Storytelling, User Experience and
Accessibility. In the final chapters, you will learn to wrap up a
game ahead of its release date, work through the challenges of
designing games as a service and free-to-play games, and understand
how to significantly improve their quality through iteration,
playtesting and polishing. What you will learn * Define the scope
and structure of a game project * Conceptualize a game idea and
present it to others * Design gameplay systems and communicate them
clearly and thoroughly * Build and validate engaging game mechanics
* Design successful games as a service and prepare your games for
live operations * Master the principles behind level design,
worldbuilding and storytelling * Improve the quality of a game by
playtesting and polishing it Who This Book Is For Whether you are a
student eager to design your very first game, or a game designer
looking to expand your skillset, this book will help you master the
fundamentals of game design, across all stages of game development.
By focusing on best practices and a pragmatic approach, Practical
Game Design provides insights into the arts and crafts from two
senior game designers, with insider knowledge that even the most
seasoned industry veterans can appreciate. Prior experience with
game development is not absolutely necessary. However, a basic
knowledge of some popular video games will be helpful.
For the first time, the collected texts from the critically and
commercially acclaimed fantasy video game The Elder Scrolls V:
Skyrim are bound together in three exciting volumes. Lavishly
illustrated and produced, these titles are straight out of the
world of Skyrim - and a must for any wandering adventurer.
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