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

Dating Simulation Games - Romance, Love, and Sex in Virtual Japan (Paperback): Emily Taylor Dating Simulation Games - Romance, Love, and Sex in Virtual Japan (Paperback)
Emily Taylor
R175 Discovery Miles 1 750 Ships in 18 - 22 working days
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
Raspberry Pi - Step by Step Guide from Beginner to Advanced (Paperback): Leonard Eddison Raspberry Pi - Step by Step Guide from Beginner to Advanced (Paperback)
Leonard Eddison
R374 Discovery Miles 3 740 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
Unity 2017 Mobile Game Development (Paperback): John P. Doran Unity 2017 Mobile Game Development (Paperback)
John P. Doran
R1,190 Discovery Miles 11 900 Ships in 18 - 22 working days

Learn to create, publish and monetize your mobile games with the latest Unity 2017 tool-set easily for Android and iOS About This Book * One-stop solution to becoming proficient in mobile game development using Unity 2017 * Port your Unity games to popular platforms such as iOS and Android * Unleash the power of C# scripting to create realistic gameplay and animations in Unity 2017. Who This Book Is For If you are a game developer and want to build mobile games for iOS and Android, then this is the book for you. Previous knowledge of C# and Unity is helpful, but not required. What You Will Learn * Use Unity to build an endless runner game * Set up and deploy a project to a mobile device * Create interesting gameplay elements using inputs from your mobile device * Monetize your game projects with Unity ads and in-app purchases * Design UI elements that can be used well in Landscape and Portrait mode at different resolutions, supporting phones, tablets, and PCs. * How to submit your game to the iOS and Android app stores In Detail Unity has established itself as an overpowering force for developing mobile games. If you love mobile games and want to learn how to make them but have no idea where to begin, then this book is just what you need. This book takes a clear, step-by-step approach to building an endless runner game using Unity with plenty of examples on how to create a game that is uniquely your own. Starting from scratch, you will build, set up, and deploy a simple game to a mobile device. You will learn to add touch gestures and design UI elements that can be used in both landscape and portrait mode at different resolutions. You will explore the best ways to monetize your game projects using Unity Ads and in-app purchases before you share your game information on social networks. Next, using Unity's analytics tools you will be able to make your game better by gaining insights into how players like and use your game. Finally, you'll learn how to publish your game on the iOS and Android App Stores for the world to see and play along. Style and approach This book takes a clear, step-by-step approach for Unity game developers to explore everything needed to develop mobile games with Unity.

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.

The Royal Road to Game Development Using Cocos2d-Js - Easy Way to Learn Web, Android and IOS Mobile Game Development... The Royal Road to Game Development Using Cocos2d-Js - Easy Way to Learn Web, Android and IOS Mobile Game Development (Paperback)
MR Jonathan Suh
R417 Discovery Miles 4 170 Ships in 18 - 22 working days
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.

Gief's Gym - A Guide to Street Fighter V - Third Edition (Paperback): Quasimodox Gief's Gym - A Guide to Street Fighter V - Third Edition (Paperback)
Quasimodox; Joe Munday
R430 Discovery Miles 4 300 Ships in 18 - 22 working days
The Gaming Dream (Paperback, 5th edition): Francesco Fraulo The Gaming Dream (Paperback, 5th edition)
Francesco Fraulo
R276 Discovery Miles 2 760 Out of stock

How does a game get made? What can go wrong? What does a producer actually do? Part memoir, part guide, the Gaming Dream is an eye opening, true account of what it was like to work in the UK gaming industry back when the PS2 was king. Francesco Fraulo loves playing games and really wants to get a job making them. He gets his chance when a bit of luck helps him get employed at a large gaming company. Things do not go to plan however and he learns that the gaming industry isn't the land of honey he thought it would be and he begins to wonder if it was all worth it. Follow Frank as he experiences the launch of a new console launch and the creation of award winning games while trying to test his way up the game industry ladder. His stories are full of funny behind the scenes anecdotes of what life working in gaming is really like. It gives a great insight into the companies, processes and people involved in making video games and is a must read for anyone thinking of joining the games industry. This new edition has been reedited and expanded for 2014.

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.

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
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.

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.

Unreal Engine 4.X By Example (Paperback): Benjamin Carnall Unreal Engine 4.X By Example (Paperback)
Benjamin Carnall
R1,358 Discovery Miles 13 580 Ships in 18 - 22 working days

An example-based practical guide to get you up and running with Unreal Engine 4.X About This Book * A unique resource on Unreal with an interactive example based approach that is sure to get you up and running immediately * Will feature four unique game projects that increase in complexity which will enable readers to build their game development skills using Unreal Engine 4 and the C++ programming language * Will be the most up to date book in the market on Unreal with full coverage of the new features of UE4 Who This Book Is For Unreal Engine 4.X by Example was written for keen developers who wish to learn how to fully utilise Unreal Engine 4 to make awesome and engrossing game titles. Whether you are brand new to game development or a seasoned expert, you will be able to make use of the engine with C++. Experience with both C++ and other game engines is preferred before embarking on the Unreal by Example journey, but with a little external research into the basics of C++ programming, this book can take a complete game development novice to an Unreal Engine Developer! What You Will Learn * Use C++ with Unreal Engine to boost the development potential of any Unreal Engine project * Vastly improve workflow and content creation with the visual scripting system blueprint * Design, test, and implement interesting game worlds using Unreal Engines built-in editor * Build a networked, feature-rich first person shooter that you can play with others over LAN * Build design-centric game worlds that play to needs of your game ideas * Paint your game worlds via the creation and modification of visual shaders called materials * Gain knowledge of other game development disciplines through the use of the Animation and Material tool sets * Create feature-rich game projects with a sophisticated visual quality and feature set In Detail With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today's development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine's tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine's rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4. Style and approach The best resource that any beginner level game developer can dream of with examples on leveraging the amazing graphics engine, beautiful character animation and game world generations etc. by means of exciting real world game generation.This book would be a very unique resource for any game developer who wants to get up and running with Unreal. The unique example-driven approach will take you through the most basic games towards the more complex ones and will gradually build your skill level.

OpenGL 4 Shading Language Cookbook - Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition... OpenGL 4 Shading Language Cookbook - Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17, 3rd Edition (Paperback, 3rd Revised edition)
David Wolff
R1,224 Discovery Miles 12 240 Ships in 18 - 22 working days

Over 70 recipes that cover advanced techniques for 3D programming such as lighting, shading, textures, particle systems, and image processing with OpenGL 4.6 Key Features Explore techniques for implementing shadows using shadow maps and shadow volumes Learn to use GLSL features such as compute, geometry, and tessellation shaders Use GLSL to create a wide variety of modern, realistic visual effects Book DescriptionOpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them. The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders. The book provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer-graphics applications. What you will learn Compile, debug, and communicate with shader programs Use compute shaders for physics, animation, and general computing Learn about features such as shader storage buffer objects and image load/store Utilize noise in shaders and learn how to use shaders in animations Use textures for various effects including cube maps for reflection or refraction Understand physically based reflection models and the SPIR-V Shader binary Learn how to create shadows using shadow maps or shadow volumes Create particle systems that simulate smoke, fire, and other effects Who this book is forIf you are a graphics programmer looking to learn the GLSL shading language, this book is for you. A basic understanding of 3D graphics and programming experience with C++ are required.

Emojicode Programming for Parents - Teach your Children Programming Basics in 30 Days or Less Using Emojis (Paperback): Avery... Emojicode Programming for Parents - Teach your Children Programming Basics in 30 Days or Less Using Emojis (Paperback)
Avery Meyers
R652 Discovery Miles 6 520 Ships in 18 - 22 working days
Donkey Kong Country Tropical Freeze, Secrets, Gameplay, Levels, Wiki, Bosses, Gu (Paperback): Leet Player Donkey Kong Country Tropical Freeze, Secrets, Gameplay, Levels, Wiki, Bosses, Gu (Paperback)
Leet Player
R306 Discovery Miles 3 060 Ships in 18 - 22 working days
Swift Game Development - Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0, 3rd Edition (Paperback, 3rd... Swift Game Development - Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0, 3rd Edition (Paperback, 3rd Revised edition)
Siddharth Shekar, Stephen Haney
R1,201 Discovery Miles 12 010 Ships in 18 - 22 working days

Embrace the mobile gaming revolution by creating popular iOS games with Swift 4.2 Key Features Learn to create games for iPhone and iPad with the latest Swift Programming language Understand the fundamental concepts of game development like game physics, camera action, sprites, controls, among others Build Augmented reality games using ARKit for true performance Book DescriptionSwift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features - including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store. What you will learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit and SceneKit Set up a scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun, repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape Integrate your game with Game Center Develop 2D and 3D Augmented Reality games using Apple's new ARKit framework Publish your game to the App Store Who this book is forIf you wish to create and publish iOS games using Swift, then this book is for you. No prior game development or experience with Apple ecosystem is needed.

Game Programming using Qt 5 Beginner's Guide - Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition (Paperback,... Game Programming using Qt 5 Beginner's Guide - Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition (Paperback, 2nd Revised edition)
Pavel Vladimirovich Strakhov
R1,223 Discovery Miles 12 230 Ships in 18 - 22 working days

A complete guide to designing and building fun games with Qt and Qt Quick using associated toolsets Key Features A step by step guide to learn Qt by building simple yet entertaining games Get acquainted with a small yet powerful addition-Qt Gamepad Module, that enables Qt applications to support the use of gamepad hardware Understand technologies such as QML, OpenGL, and Qt Creator to design intuitive games Book DescriptionQt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games. The book begins by how to create an application and prepare a working environment for both desktop and mobile platforms. You will learn how to use built-in Qt widgets and Form Editor to create a GUI application and then learn the basics of creating graphical interfaces and Qt's core concepts. Further, you'll learn to enrich your games by implementing network connectivity and employing scripting. You will learn about Qt's capabilities for handling strings and files, data storage, and serialization. Moving on, you will learn about the new Qt Gamepad module and how to add it in your game and then delve into OpenGL and Vulcan, and how it can be used in Qt applications to implement hardware-accelerated 2D and 3D graphics. You will then explore various facets of Qt Quick: how it can be used in games to add game logic, add game physics, and build astonishing UIs for your games. By the end of this book, you will have developed the skillset to develop interesting games with Qt. What you will learn Install the latest version of Qt on your system Understand the basic concepts of every Qt game and application Develop 2D object-oriented graphics using Qt Graphics View Build multiplayer games or add a chat function to your games with Qt Network module Script your game with Qt QML Explore the Qt Gamepad module in order to integrate gamepad support in C++ and QML applications Program resolution-independent and fluid UIs using QML and Qt Quick Control your game flow in line with mobile device sensors Test and debug your game easily with Qt Creator and Qt Test Who this book is forIf you want to create great graphical user interfaces and astonishing games with Qt, this book is ideal for you. No previous knowledge of Qt is required; however knowledge of C++ is mandatory.

Game Design - What makes a good game? (Paperback): R.J. Clarke Game Design - What makes a good game? (Paperback)
R.J. Clarke
R194 Discovery Miles 1 940 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.

Practical Game Design - Learn the art of game design through applicable skills and cutting-edge insights (Paperback): Adam... Practical Game Design - Learn the art of game design through applicable skills and cutting-edge insights (Paperback)
Adam Kramarzewski, Ennio De Nucci
R1,658 Discovery Miles 16 580 Ships in 18 - 22 working days

Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book DescriptionIf you are looking for an up-to-date and highly applicable 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 highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. 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 business models 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 forWhether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

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