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Books > Computing & IT > Computer software packages > Computer games

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (Paperback): Brock R Dubbels Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (Paperback)
Brock R Dubbels
R3,663 Discovery Miles 36 630 Ships in 18 - 22 working days

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual's life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.

Hands-On Game Development without Coding - Create 2D and 3D games with Visual Scripting in Unity (Paperback): Lucas Bertolini Hands-On Game Development without Coding - Create 2D and 3D games with Visual Scripting in Unity (Paperback)
Lucas Bertolini
R1,008 Discovery Miles 10 080 Ships in 18 - 22 working days

Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Key Features Build your first ever video game using Unity 2D/3D Game kit Learn how to create game levels, adding props, giving behaviours to objects and working on gameplay Step by step instructions on creating your own AI enemy and interacting with it Book DescriptionHands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don't need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It's Alive! What you will learn Understanding the Interface and kit flow. Comprehend the virtual space and its rules. Learning the behaviours and roles each component must have in order to make a videogame. Learn about videogame development Creating a videogame without the need of learning any programming language Create your own gameplay HUD to display player and Enemy information Who this book is forThis book is for anyone who is interested in becoming a game developer but do not posses any coding experience or programming skills. All you need is a computer and basic software interface knowledge.

Mastering Unity 2017 Game Development with C# - (Paperback, 2nd Revised edition): Alan Thorn Mastering Unity 2017 Game Development with C# - (Paperback, 2nd Revised edition)
Alan Thorn
R1,359 Discovery Miles 13 590 Ships in 18 - 22 working days

Master realistic animations and graphics, particle systems, game AI and physics, sprites and VR development with Unity 2017 About This Book * Create professional grade games with realistic animation and graphics, particle systems and game physics with Unity 2017 * Unleash the power of C# scripting to create intelligent game AI and professional grade game workflows. * Create immersive VR games using the latest Unity 2017 VR SDK. Who This Book Is For If you are a Unity developer who now wants to develop and deploy interesting games by leveraging the new features of Unity 2017, then this is the book for you. Basic knowledge of C# programming is assumed. What You Will Learn * Explore hands-on tasks and real-world scenarios to make a Unity horror adventure game * Create enemy characters that act intelligently and make reasoned decisions * Use data files to save and restore game data in a way that is platform-agnostic * Get started with VR development * Use navigation meshes, occlusion culling, and Profiler tools * Work confidently with GameObjects, rotations, and transformations * Understand specific gameplay features such as AI enemies, inventory systems, and level design In Detail Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence. Style and approach This book takes an easy-to-follow, step-by-step tutorial approach. You will create an advanced level Unity game with an emphasis on leveraging advanced Unity 2017 features while developing the game in its entirety.

Faster Than Light - The Atari ST and the 16-Bit Revolution (Paperback): Jamie Lendino Faster Than Light - The Atari ST and the 16-Bit Revolution (Paperback)
Jamie Lendino
R593 Discovery Miles 5 930 Ships in 18 - 22 working days
Twitchin' - The Basics of Twitch Streaming for Beginners (Paperback): Corey Hardin Twitchin' - The Basics of Twitch Streaming for Beginners (Paperback)
Corey Hardin
R187 Discovery Miles 1 870 Ships in 18 - 22 working days
The Human Behind the Controller - A Look Into the World of Competitive Smash Bros. and Esports (Paperback): Kevin Hu The Human Behind the Controller - A Look Into the World of Competitive Smash Bros. and Esports (Paperback)
Kevin Hu
R441 Discovery Miles 4 410 Ships in 18 - 22 working days
Minecraft - Diary of a Wimpy Zombie Book 2: Legendary Minecraft Diary. an Unnoficial Minecraft Book for Kids (Paperback): Mika... Minecraft - Diary of a Wimpy Zombie Book 2: Legendary Minecraft Diary. an Unnoficial Minecraft Book for Kids (Paperback)
Mika Kettunen
R252 Discovery Miles 2 520 Ships in 18 - 22 working days
Augmented Reality Game Development (Paperback): Micheal Lanham Augmented Reality Game Development (Paperback)
Micheal Lanham
R1,181 Discovery Miles 11 810 Ships in 18 - 22 working days

Create your own augmented reality games from scratch with Unity 5 About This Book * Create your own augmented reality game from scratch and join the virtual reality gaming revolution * Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go * Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn * Build a location-based augmented reality game called Foodie Go * Animate a player's avatar on a map * Use the mobile device's camera as a game background * Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions * Create basic UI elements for the game, inventory, menu, and settings * Perform location and content searches against the Google Places API * Enhance the game's mood by adding visual shader effects * Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

The Sacred & the Digital - Critical Depictions of Religions in Video Games (Paperback): Frank G. Bosman The Sacred & the Digital - Critical Depictions of Religions in Video Games (Paperback)
Frank G. Bosman
R1,189 R1,045 Discovery Miles 10 450 Save R144 (12%) Ships in 18 - 22 working days
Hands-On Deep Learning for Games - Leverage the power of neural networks and reinforcement learning to build intelligent games... Hands-On Deep Learning for Games - Leverage the power of neural networks and reinforcement learning to build intelligent games (Paperback)
Micheal Lanham
R1,002 Discovery Miles 10 020 Ships in 18 - 22 working days

Understand the core concepts of deep learning and deep reinforcement learning by applying them to develop games Key Features Apply the power of deep learning to complex reasoning tasks by building a Game AI Exploit the most recent developments in machine learning and AI for building smart games Implement deep learning models and neural networks with Python Book DescriptionThe number of applications of deep learning and neural networks has multiplied in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition and self-driving cars. Game development is also a key area where these techniques are being applied. This book will give an in depth view of the potential of deep learning and neural networks in game development. We will take a look at the foundations of multi-layer perceptron's to using convolutional and recurrent networks. In applications from GANs that create music or textures to self-driving cars and chatbots. Then we introduce deep reinforcement learning through the multi-armed bandit problem and other OpenAI Gym environments. As we progress through the book we will gain insights about DRL techniques such as Motivated Reinforcement Learning with Curiosity and Curriculum Learning. We also take a closer look at deep reinforcement learning and in particular the Unity ML-Agents toolkit. By the end of the book, we will look at how to apply DRL and the ML-Agents toolkit to enhance, test and automate your games or simulations. Finally, we will cover your possible next steps and possible areas for future learning. What you will learn Learn the foundations of neural networks and deep learning. Use advanced neural network architectures in applications to create music, textures, self driving cars and chatbots. Understand the basics of reinforcement and DRL and how to apply it to solve a variety of problems. Working with Unity ML-Agents toolkit and how to install, setup and run the kit. Understand core concepts of DRL and the differences between discrete and continuous action environments. Use several advanced forms of learning in various scenarios from developing agents to testing games. Who this book is forThis books is for game developers who wish to create highly interactive games by leveraging the power of machine and deep learning. No prior knowledge of machine learning, deep learning or neural networks is required this book will teach those concepts from scratch. A good understanding of Python is required.

Final Fantasy XV A New Empire Game Guide Unofficial (Paperback): Hse Strategies Final Fantasy XV A New Empire Game Guide Unofficial (Paperback)
Hse Strategies
R244 Discovery Miles 2 440 Ships in 18 - 22 working days
I AM Not Amused - A Christian Response to Media Entertainment (Paperback): Thomas Murosky I AM Not Amused - A Christian Response to Media Entertainment (Paperback)
Thomas Murosky
R369 R347 Discovery Miles 3 470 Save R22 (6%) Ships in 18 - 22 working days
Unity From Zero to Proficiency (Foundations) - A step-by-step guide to creating your first game (Paperback): Patrick Felicia Unity From Zero to Proficiency (Foundations) - A step-by-step guide to creating your first game (Paperback)
Patrick Felicia
R618 Discovery Miles 6 180 Ships in 18 - 22 working days
Unreal Engine 4.x Scripting with C++ Cookbook - Develop quality game components and solve scripting problems with the power of... Unreal Engine 4.x Scripting with C++ Cookbook - Develop quality game components and solve scripting problems with the power of C++ and UE4, 2nd Edition (Paperback, 2nd Revised edition)
John P. Doran, William Sherif, Stephen Whittle
R1,202 Discovery Miles 12 020 Ships in 18 - 22 working days

Write efficient, reusable scripts to build custom characters, game environments, and control enemy AI Key Features Build captivating multiplayer games using Unreal Engine and C++ Incorporate existing C++ libraries into your game to add extra functionality such as hardware integration Practical solutions for memory management, error handling, inputs, and collision for your game codebase Book DescriptionUnreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine. This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language! What you will learn Create C++ classes and structs that integrate well with UE4 and the Blueprints editor Discover how to work with various APIs that Unreal Engine already contains Utilize advanced concepts such as events, delegates, and interfaces in your UE4 projects Build user interfaces using Canvas and UMG through C++ Extend the Unreal Editor by creating custom windows and editors Implement AI tasks and services using C++, Blackboard, and Behavior Trees Write C++ code with networking in mind and replicate properties and functions Who this book is forIf you are really passionate game developer looking for solutions to common scripting problems, then this is the book for you. Understanding of the fundamentals of game design and C++ is expected to get the most from this book.

Do-It-Yourself Multiplayer Java Games - An Introduction to Java Sockets and Internet-Based Games (Paperback): Annette Godtland Do-It-Yourself Multiplayer Java Games - An Introduction to Java Sockets and Internet-Based Games (Paperback)
Annette Godtland
R1,118 Discovery Miles 11 180 Ships in 18 - 22 working days
Unity 5 from Proficiency to Mastery - Artificial Intelligence: Implement Challenging AI for Fps and RPG Games (Paperback):... Unity 5 from Proficiency to Mastery - Artificial Intelligence: Implement Challenging AI for Fps and RPG Games (Paperback)
Patrick Felicia
R1,133 Discovery Miles 11 330 Ships in 18 - 22 working days
Identity and Collaboration in World of Warcraft (Paperback): Phillip Michael Alexander Identity and Collaboration in World of Warcraft (Paperback)
Phillip Michael Alexander
R723 Discovery Miles 7 230 Ships in 18 - 22 working days
Beginning C++ Game Programming (Paperback): John Horton Beginning C++ Game Programming (Paperback)
John Horton
R1,347 Discovery Miles 13 470 Ships in 18 - 22 working days

Learn C++ from scratch and get started building your very own games About This Book * This book offers a fun way to learn modern C++ programming while building exciting 2D games * This beginner-friendly guide offers a fast-paced but engaging approach to game development * Dive headfirst into building a wide variety of desktop games that gradually increase in complexity * It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively Who This Book Is For This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations. What You Will Learn * Get to know C++ from scratch while simultaneously learning game building * Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game. * Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds * Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files * Get ready to go and build your own unique games! In Detail This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more. Style and approach This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.

Unity 2018 Shaders and Effects Cookbook - Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd... Unity 2018 Shaders and Effects Cookbook - Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd Edition (Paperback, 3rd Revised edition)
John P. Doran, Alan Zucconi
R1,319 Discovery Miles 13 190 Ships in 18 - 22 working days

Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018 Key Features Learn the secrets of creating AAA quality shaders without writing long algorithms Master shader programming through easy-to-follow examples Create stunning visual effects that can be used in 3D games Book DescriptionSince their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave. Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math. This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you'll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we'll even look at Unity 2018's new Shader Graph system. With this book, what seems like a dark art today will be second nature by tomorrow. What you will learn Understand physically based rendering to fit the aesthetic of your game Write shaders from scratch in ShaderLab and HLSL/Cg Combine shader programming with interactive scripts to add life to your materials Design efficient shaders for mobile platforms without sacrificing their realism Use state-of-the-art techniques, such as volumetric explosions and fur shading Master the math and algorithms behind the most used lighting models Understand how shader models have evolved and how you can create your own Who this book is forUnity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.

Unity 5.x 2D Game Development Blueprints (Paperback): Francesco Sapio, Abdelrahman Saher Unity 5.x 2D Game Development Blueprints (Paperback)
Francesco Sapio, Abdelrahman Saher
R1,056 Discovery Miles 10 560 Ships in 18 - 22 working days

Explore the features of Unity 5 for 2D game development by building three amazing game projects About This Book * Explore the 2D architecture of Unity 5, and the tools and techniques for developing 2D games * Discover how to use Unity's 2D tools, including Sprites, physics, and maps, to create different genres of games * Practical tutorial on the intermediate and advanced development concepts in Unity 5 to create three interesting and fully functional games Who This Book Is For If you've got the basics of 2D development down, push your skills with the projects in this hands-on guide.Diversify your portfolio and learn the skills needed to build a range of awesome 2D game genres. What You Will Learn * Explore and understand the vital role of sprites in 2D games * Move, animate, and integrate sprites into a 2D platform game * Set up User Interfaces (UIs) to keep track of the progress through the games * Apply 2D Physics to improve gameplay believability * Learn the foundation of Level Design and how to quickly create 2D Maps * Discover NPC design, event triggers, and AI programming * Create an epic strategy game, challenging all the skills acquired in the book In Detail Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills. Style and approach This is a practical and easy-to-follow guide that starts with the basics and gradually delves into the process of creating 2D games. With step-by-step instructions on how to build three games, followed by a detailed explanation of each example, you will understand the concepts not just in theory, but also by applying the knowledge you gain in practice.

Street Fighter Classic Volume 3: Fighter's Destiny (Paperback): Ken Siu-Chong Street Fighter Classic Volume 3: Fighter's Destiny (Paperback)
Ken Siu-Chong; Artworks by Alvin Lee, Arnold Tsang, Chris Stevens, Mark Lee
R437 R362 Discovery Miles 3 620 Save R75 (17%) Out of stock

The action-packed Street Fighter saga continues as Ryu travels through Asia, meeting fighters he hopes will help him in his journey toward avenging his master's death. Through his exploits he encounters the Yoga Master, Dhalsim, the King of Muay Thai, Sagat, and the mysterious and deadly ex-assassin, Gen. Meanwhile, Chun-Li and Cammy travel to Mexico to uncover the secrets behind the evil Shadaloo Syndicate's Doll Agents. Collects Street Fighter II #0-6 plus bonus stories.

Alternate Reality Games and the Cusp of Digital Gameplay (Paperback): Antero Garcia, Greg Niemeyer Alternate Reality Games and the Cusp of Digital Gameplay (Paperback)
Antero Garcia, Greg Niemeyer
R1,385 Discovery Miles 13 850 Ships in 18 - 22 working days

Alternate Reality Games (ARGs) challenge what players understand as "real." Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

Godot Engine Game Development Projects - Build five cross-platform 2D and 3D games with Godot 3.0 (Paperback): Chris Bradfield Godot Engine Game Development Projects - Build five cross-platform 2D and 3D games with Godot 3.0 (Paperback)
Chris Bradfield
R1,087 Discovery Miles 10 870 Ships in 18 - 22 working days

A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0 Key Features Learn the art of developing cross-platform games Leverage Godot's node and scene system to design robust, reusable game objects Integrate Blender easily and efficiently with Godot to create powerful 3D games Book DescriptionGodot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0. What you will learn Get started with the Godot game engine and editor Organize a game project Import graphical and audio assets Use Godot's node and scene system to design robust, reusable game objects Write code in GDScript to capture input and build complex behaviors Implement user interfaces to display information Create visual effects to spice up your game Learn techniques that you can apply to your own game projects Who this book is forGodot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.

Subway Surfers Game Guide - Getting Started (Paperback): Mark J Subway Surfers Game Guide - Getting Started (Paperback)
Mark J
R703 Discovery Miles 7 030 Ships in 18 - 22 working days
Simulation, Exercise, Operations (Paperback): Robin Mackay, Leon Krempel, Antoine Bousquet, James Der Derian, Stepan Kment Simulation, Exercise, Operations (Paperback)
Robin Mackay, Leon Krempel, Antoine Bousquet, James Der Derian, Stepan Kment
R337 R304 Discovery Miles 3 040 Save R33 (10%) Ships in 9 - 17 working days

Collection of interventions on the status of the moving image in an age of advanced simulation, exploring the contemporary links between power, simulation, and warfare. This collection of wide-ranging interventions and discussions on the status of the moving image in an age of advanced simulation explores the contemporary links between power, simulation, and warfare. Today, technological simulation has become an integral part of military training and operations; and at the same time, media spectacle-often enabled by the same technologies-has become integrated with military power. Trained in virtual environments, army personnel are increasingly enhanced by augmented reality technologies that bring combat into conformity with its simulation. Equally, the seductions of media and entertainment have become crucial weapons for "information dominance." At the same time as the infosphere demands that war takes on the properties of a game, hyper-realistic videogames evolved from military technology become a kind of virtual distributed training camp, as the lines between simulation and action, combatant and civilian, become blurred. Based on a round table discussion prompted by the work of artist John Gerrard, Simulation, Exercise, Operations assembles thinkers from philosophy, media, and military theory to examine the powers of simulation in the contemporary world.

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