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Books > Computing & IT > Computer software packages > Computer games
In "Extra Lives," acclaimed writer and life-long video game
enthusiast Tom Bissell takes the reader on an insightful and
entertaining tour of the art and meaning of video games.
In just a few decades, video games have grown increasingly complex
and sophisticated, and the companies that produce them are now
among the most profitable in the entertainment industry. Yet few
outside this world have thought deeply about how these games work,
why they are so appealing, and what they are capable of
artistically. Blending memoir, criticism, and first-rate reportage,
"Extra Lives "is a milestone work about what might be the dominant
popular art form of our time.
Get hands-on with game development tools and techniques to build
game project using the latest version of Unreal Engine and C++, two
of the most widely used tools in the games industry Key Features
Kickstart your career or develop a new hobby by learning game
development with Unreal Engine 5 and C++ Learn techniques to
prototype and develop your own ideas with key images printed in
color Reinforce your skills with project-based learning by building
a series of games from scratch Book DescriptionImmerse yourself in
the Unreal game projects with this book, written by four highly
experienced industry professionals with many years of combined
experience with Unreal Engine. Elevating Game Experiences with
Unreal Engine 5 will walk you through the latest version of Unreal
Engine by helping you get hands-on with the game creation projects.
The book starts with an introduction to the Unreal Editor and key
concepts such as actors, blueprints, animations, inheritance, and
player input. You'll then move on to the first of three projects,
building a dodgeball game, where you'll learn the concepts of line
traces, collisions, projectiles, user interface, and sound effects.
You'll also discover how to combine these concepts to showcase your
new skills. The second project, a side-scroller game, will help you
implement concepts such as animation blending, enemy AI, spawning
objects, and collectibles. And finally, you'll cover the key
concepts in creating a multiplayer environment as you work on the
third project, an FPS game. By the end of this Unreal Engine book,
you'll have a broad understanding of how to use the tools that the
game engine provides to start building your own games. What you
will learn Create a fully functional third-person character and
enemies Implement navigation with keyboard, mouse, and gamepad
Program logic and game mechanics with collision and particle
effects Explore AI for games with Blackboards and behavior trees
Build character animations with animation blueprints and montages
Polish your game with stunning visual and sound effects Explore the
fundamentals of game UI using a heads-up display Discover how to
implement multiplayer in your games Who this book is forThis book
is for game developers looking to get started with using Unreal
Engine 5 for their game development projects. Anyone who has used
Unreal Engine before and wants to consolidate, improve, and apply
their skills will find this book useful. To better grasp the
concepts explained in this book, prior knowledge of C++ basics such
as variables, functions, classes, polymorphism, and pointers is
required. For full compatibility with the IDE used in this book, a
Windows system is recommended.
Discover how to build enhanced feature-filled games using the power
of Luau programming by getting hands-on with creating a complete
end-to-end game using Roblox Studio Key Features Leverage the tips
and tricks covered in this game development book for writing
advanced Roblox scripts Explore the capabilities of Roblox Luau to
create complex games using user input, datastores, and user
interfaces for all devices Each subject contains an additional
exercise for the reader to experiment Book DescriptionRoblox is a
game platform with over 47 million daily active users. Something
unique to Roblox is that you're playing games made by other gamers!
This means that you can make your own games, even if you have no
experience. In addition, Roblox provides a free engine that allows
you to create and publish a simple game in less than five minutes
and get paid while at it. Most Roblox games require programming.
This book starts with the basics of programming in Roblox Luau.
Each chapter builds on the previous one, which eventually results
in you mastering programming concepts in Lua. Next, the book
teaches you complex technologies that you can implement in your
game. Each concept is explained clearly and uses simple examples
that show you how the technology is being used. This book contains
additional exercises for you to experiment with the concepts you've
learned. Using best practices, you will understand how to write and
build complex systems such as databases, user input controls, and
all device user interfaces. In addition, you will learn how to
build an entire game from scratch. By the end of this book, you
will be able to program complex systems in Roblox from the ground
up by learning how to write code using Luau and create optimized
code. What you will learn Understand and learn the basics of Roblox
Luau Discover how to write efficient and optimized Luau code to
avoid bad smells Explore how to optimize your game for PC,
consoles, phones, and tablets Get up to speed with how to build
databases using Luau Understand client and server functionalities
and learn how to securely establish communication Discover how to
build an advanced Roblox game from scratch Who this book is forThis
book is for fairly experienced Roblox developers who have basic
programming knowledge and want to take their skills to the next
level with advanced concepts in a simple and effective way. Basic
knowledge of Roblox, Roblox Studio, and Roblox Luau is recommended
before getting started with this book. A short refresher is
provided for those who have not used Roblox in a while.
Build a complete game from start to finish using Flutter and Flame
while getting acquainted with each building block in game design
along the way Key Features Begin your Flutter game development
journey with step-by-step instructions and best practices
Understand the Flame game engine and its essential elements for
making games, sprite animation, tilemaps, and audio Build enjoyable
games with Flutter that can be played across different platforms
Book DescriptionWith its powerful tools and quick implementation
capabilities, Flutter provides a new way to build scalable
cross-platform apps. In this book, you'll learn how to build on
your knowledge and use Flutter as the foundation for creating
games. This game development book takes a hands-on approach to
building a complete game from scratch. You'll see how to get
started with the Flame library and build a simple animated example
to test Flame. You'll then discover how to organize and load images
and audio in your Flutter game. As you advance, you'll gain
insights into the game loop and set it up for fast and efficient
processing. The book also guides you in using Tiled to create maps,
add sprites to the maps that the player can interact with, and see
how to use tilemap collision to create paths for a player to walk
on. Finally, you'll learn how to make enemies more intelligent with
artificial intelligence (AI). By the end of the book, you'll have
gained the confidence to build fun multiplatform games with
Flutter. What you will learn Discover the Flame engine and how to
use it in game programming in Flutter Organize the graphics and
sounds used in your game Animate a sprite in your games and detect
when the player collides with tiles Run the game as a web page and
desktop app Expand our player control with key navigation Build
your first game and make your enemies more intelligent with AI for
games Who this book is forIf you are a Flutter developer looking to
apply your Flutter programming skills to games development, this
book is for you. Basic knowledge of Dart will assist with
understanding the concepts covered.
Learn C# programming from scratch using Unity as a fun and
accessible entry point with this updated edition of the bestselling
series. Includes invitation to join the online Unity Game
Development community to read the book alongside peers, Unity
developers/C# programmers and Harrison Ferrone. Purchase of the
print or Kindle book includes a free eBook in the PDF format.Key
Features Learn C# programming basics, terminology, and coding best
practices Become confident with Unity fundamentals and features in
line with Unity 2021 Apply your C# knowledge in practice and build
a working first-person shooter game prototype in Unity Book
DescriptionThe Learning C# by Developing Games with Unity series
has established itself as a popular choice for getting up to speed
with C#, a powerful and versatile programming language with a wide
array of applications in various domains. This bestselling
franchise presents a clear path for learning C# programming from
the ground up through the world of Unity game development. This
sixth edition has been updated to introduce modern C# features with
Unity 2021. A new chapter has also been added that covers reading
and writing binary data from files, which will help you become
proficient in handling errors and asynchronous operations. The book
acquaints you with the core concepts of programming in C#,
including variables, classes, and object-oriented programming. You
will explore the fundamentals of Unity game development, including
game design, lighting basics, player movement, camera controls, and
collisions. You will write C# scripts for simple game mechanics,
perform procedural programming, and add complexity to your games by
introducing smart enemies and damage-causing projectiles. By the
end of the book, you will have developed the skills to become
proficient in C# programming and built a playable game prototype
with the Unity game engine. What you will learn Follow simple steps
and examples to create and implement C# scripts in Unity Develop a
3D mindset to build games that come to life Create basic game
mechanics such as player controllers and shooting projectiles using
C# Divide your code into pluggable building blocks using
interfaces, abstract classes, and class extensions Become familiar
with stacks, queues, exceptions, error handling, and other core C#
concepts Learn how to handle text, XML, and JSON data to save and
load your game data Explore the basics of AI for games and
implement them to control enemy behavior Who this book is forIf
you're a developer, programmer, hobbyist, or anyone who wants to
get started with Unity and C# programming in a fun and engaging
manner, this book is for you. You'll still be able to follow along
if you don't have programming experience, but knowing the basics
will help you get the most out of this book.
Play Anything is nothing short of brilliant... I will be
recommending this provocative and entertaining book to everyone I
know." u- Jane McGonigal, bestselling author of Reality is Broken
and SuperBetter ife is boring: filled with meetings and traffic,
errands and emails. Nothing we'd ever call fun . But what if we've
gotten fun wrong? In Play Anything, visionary game designer and
philosopher Ian Bogost shows how we can overcome our daily anxiety
transforming the boring, ordinary world around us into one of
endless, playful possibilities.The key to this playful mindset lies
in discovering the secret truth of fun and games. Play Anything,
reveals that games appeal to us not because they are fun, but
because they set limitations . Soccer wouldn't be soccer if it
wasn't composed of two teams of eleven players using only their
feet, heads, and torsos to get a ball into a goal Tetris wouldn't
be Tetris without falling pieces in characteristic shapes. Such
rules seem needless, arbitrary, and difficult. Yet it is the
limitations that make games enjoyable, just like it's the hard
things in life that give it meaning. Play is what happens when we
accept these limitations, narrow our focus, and, consequently, have
fun. Which is also how to live a good life. Manipulating a soccer
ball into a goal is no different than treating ordinary
circumstances, like grocery shopping, lawn mowing, and making
PowerPoints,as sources for meaning and joy. We can play anything"
by filling our days with attention and discipline, devotion and
love for the world as it really is, beyond our desires and
fears.Ranging from Internet culture to moral philosophy, ancient
poetry to modern consumerism, Bogost shows us how today's chaotic
world can only be tamed,and enjoyed,when we first impose boundaries
on ourselves. "An essential read for those seeking to understand
how a new idea of play can be positive for our lives." u- Library
Journal (STARRED review) /u Play Anything is a profound book: both
a striking assessment of our current cultural landscape, and at the
same time a smart self-improvement guide, teaching us the virtues
of a life lived playfully." u- Steven Johnson, author of How We Got
To Now and Everything Bad Is Good For You /u
A practical guide to Unity game scripting using C#, along with
practice tests, exam tips, and easy-to-follow examples to help you
pass the exam and become a professional Unity programmer Key
Features Learn essentials of game scripting with Unity and C# to
customize aspects of your game Tackle challenges in Unity game
development and the certification exam using effective techniques
and solutions Prepare for the latest Unity certification exam using
mock tests, exam tips, and self-assessment questions Book
DescriptionUnity Certified Programmer is a global certification
program by Unity for anyone looking to become a professional Unity
developer. The official Unity programmer exam will not only
validate your Unity knowledge and skills, but will also enable you
to be a part of the Unity community. This study guide will start by
building on your understanding of C# programming and taking you
through the process of downloading and installing Unity. You'll
understand how Unity works and get to grips with the Unity exam's
core objectives. As you advance, you'll enhance your skills by
creating an enjoyable side-scrolling shooter game that can be
played within the Unity Editor or any modern Android mobile device.
This Unity book will test your knowledge with self-assessment
questions and help you take your skills to an advanced level by
working with Unity tools such as the animator, particle effects,
lighting, UI/UX, scriptable objects, and debugging. By the end of
this book, you'll have developed a solid understanding of the
different tools in Unity and be able to create impressive Unity
applications by making the most of its toolset. What you will learn
Discover techniques for writing modular, readable, and reusable
scripts in Unity Implement and configure objects, physics,
controls, and movements for your game projects Understand 2D and 3D
animation and write scripts to interact and use Unity's rendering
API Explore Unity APIs for adding lighting, materials, and textures
to your apps Write Unity scripts for building interfaces for menu
systems, UI navigation, application settings, and much more Focus
on SOLID principles for writing clean and maintainable Unity
applications Who this book is forThis Unity engine book is for game
developers, software developers, mobile app developers, and Unity
developers who want to advance in their career and gain gaming
industry certification. The book assumes basic knowledge of C#
programming and the Unity engine.
The collected essays in this volume focus on the presentation,
representation and interpretation of ancient violence - from war to
slavery, rape and murder - in the modern visual and performing
arts, with special attention to videogames and dance as well as the
more usual media of film, literature and theatre. Violence, fury
and the dread that they provoke are factors that appear frequently
in the ancient sources. The dark side of antiquity, so distant from
the ideal of purity and harmony that the classical heritage until
recently usually called forth, has repeatedly struck the
imagination of artists, writers and scholars across ages and
cultures. A global assembly of contributors, from Europe to Brazil
and from the US to New Zealand, consider historical and mythical
violence in Stanley Kubrick's Spartacus and the 2010 TV series of
the same name, in Ridley Scott's Gladiator, in the work of Lars von
Trier, and in Soviet ballet and the choreography of Martha Graham
and Anita Berber. Representations of Roman warfare appear in
videogames such as Ryse: Son of Rome and Total War, as well as
recent comics, and examples from both these media are analysed in
the volume. Finally, interviews with two artists offer insight into
the ways in which practitioners understand and engage with the
complex reception of these themes.
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