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

Subnautica, Ps4, Xbox, Wiki, Multiplayer, Console, Commands, Magnetite, Guide (Paperback): The Yuw Subnautica, Ps4, Xbox, Wiki, Multiplayer, Console, Commands, Magnetite, Guide (Paperback)
The Yuw
R243 Discovery Miles 2 430 Ships in 18 - 22 working days
The Sims 4, PS4, Xbox One, PC, Cheats, Mods, Cats, Dogs, Download, Game Guide (Paperback): Chala Dar The Sims 4, PS4, Xbox One, PC, Cheats, Mods, Cats, Dogs, Download, Game Guide (Paperback)
Chala Dar
R240 Discovery Miles 2 400 Ships in 18 - 22 working days
Game Development Patterns and Best Practices (Paperback): John P. Doran, Matt Casanova Game Development Patterns and Best Practices (Paperback)
John P. Doran, Matt Casanova
R1,189 Discovery Miles 11 890 Ships in 18 - 22 working days

Utilize proven solutions to solve common problems in game development About This Book * Untangle your game development workflow, make cleaner code, and create structurally solid games * Implement key programming patterns that will enable you to make efficient AI and remove duplication * Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn * Learn what design patterns are and why you would want to use them * Reduce the maintenance burden with well-tested, cleaner code * Employ the singleton pattern effectively to reduce your compiler workload * Use the factory pattern to help you create different objects with the same creation logic and reduce coding time * Improve game performance with Object Pools * Allow game play to interact with physics or graphics in an abstract way * Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

Buildbox 2.x Game Development (Paperback): Ty Audronis Buildbox 2.x Game Development (Paperback)
Ty Audronis
R1,163 Discovery Miles 11 630 Ships in 18 - 22 working days

Build rich, high production value mobile games and distribute them across different platforms with Buildbox About This Book * Create captivating 2D & 2.5D (isometric) video games for all platforms * Leverage Buildbox to monetize and prepare your games for distribution * This step-by-step tutorial will get you generating complex and media rich games with no coding experience Who This Book Is For This book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required. What You Will Learn * Create the illusion of a 3D background in your game using parallax * Add advanced controls and obstacles to our first world * Develop assets (graphic and audio) for the Buildbox engine * Design games based on the capabilities and limitations of Buildbox and their target platforms * Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store * Optimize your games to get the absolute best quality within platform restrictions * Conquer common issues experienced with Buildbox development In Detail Buildbox is an "any skill level" development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you "dive in" to creating your first video game. You will actually have a playable level ("world") by the end of the second chapter. Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called "Ramblin' Rover." All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create. Style and approach This book follows a tutorial-based approach that teaches through examples, while also providing the necessary principles to enable you to abstract these principles into any game you want to make.

Procedural Content Generation for C++ Game Development (Paperback): Dale Green Procedural Content Generation for C++ Game Development (Paperback)
Dale Green
R1,291 Discovery Miles 12 910 Ships in 18 - 22 working days

Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book * This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation * Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor * Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn * Discover the systems and ideology that lie at the heart of procedural systems * Use Random number generation (RNG) with C++ data types to create random but controlled results * Build levels procedurally with randomly located items and events * Create dynamic game objects at runtime * Construct games using a component-based approach * Assemble non-predictable game events and scenarios * Operate procedural generation to create dynamic content fast and easily * Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.

The Ultimate Guide To Super Metroid (Paperback): Blacknes Guy The Ultimate Guide To Super Metroid (Paperback)
Blacknes Guy
R587 R534 Discovery Miles 5 340 Save R53 (9%) Ships in 18 - 22 working days
The Ultimate Reference Guide To Chrono Trigger (Paperback): Blacknes Guy The Ultimate Reference Guide To Chrono Trigger (Paperback)
Blacknes Guy
R672 R602 Discovery Miles 6 020 Save R70 (10%) Ships in 18 - 22 working days
The Unofficial Guide to The Legend of Zelda - Breath of the Wild's Trial of the Sword: Color Edition (Paperback): Ryan Tran The Unofficial Guide to The Legend of Zelda - Breath of the Wild's Trial of the Sword: Color Edition (Paperback)
Ryan Tran
R414 Discovery Miles 4 140 Ships in 18 - 22 working days
Mastering iOS Game Development (Paperback): Miguel DeQuadros Mastering iOS Game Development (Paperback)
Miguel DeQuadros
R1,144 Discovery Miles 11 440 Ships in 18 - 22 working days

Master the advanced concepts of game development for iOS to build impressive games About This Book * Create a complete game with advanced techniques through the course of the book using in-depth, hands-on instructions * Learn how to multi-task and improve performance optimization in your game playing experience * The author, Miguel, has 11 years of iOS game development using xcode and has released over 10 games to the Apple AppStoreMaster player movement using touch controls as well as discuss motion controls Who This Book Is For This book is for those who have created an iOS game already and want to hone their skills. A reasonable level of knowledge and an understanding of the core elements and applications would be helpful. What You Will Learn * Blast off and start developing fun games * Optimize the assets for the best performance in the game app * Master player movement using touch controls as well as discuss motion controls * Perform bug Squashing by testing and debugging * Design interesting various characters and enemies for your game * Test your game on both, the simulator on the computer and on real devices * Tweak and fine tune the code and graphics before the release of your app * Uncover some awesome new gameplay by adding in multiplayer elements, to get more people playing together In Detail iOS is an operating system for Apple manufactured phones and tablets. Mobile gaming is one of the fastest-growing industries, and compatibility with iOS is now becoming the norm for game developers. SpriteKit is part of the native SDK from Apple, and enables developers to make simple entry into game development without unnecessary overhead and a long learning process. SpriteKit also provides other functionality that is useful for games, including basic sound playback support and physics simulation. In addition, Xcode provides built-in support for SpriteKit so that you can create complex special effects and texture atlases directly in Xcode. This combination of framework and tools makes SpriteKit a good choice for games and other apps that require similar kinds of animation. Become a master in iOS game development through this fast and fun guide! In the beginning, we'll tell you everything you need to plan and design your game. You'll then start developing your game through step-by-step instructions using the various built-in technologies of Xcode. From there on, we discuss how to deploy your game to the iOS App Store, as well as monetizing it to make more revenue. You will also learn advanced techniques to improve your game playing experience, including better multi-tasking, improved performance optimization, battery management, and more. To end the book off, we'll show you how to update your game with different features, then port the update to the App Store. Style and approach This book provides an easy-to-understand and fun approach to game development, with step-by-step instructions and detailed explanation of each block of code. The topics covered range from easy to advanced, so buckle up for a fast-paced ride!

Narrative Design for Indies - Getting Started (Paperback): Edwin McRae Narrative Design for Indies - Getting Started (Paperback)
Edwin McRae
R351 R325 Discovery Miles 3 250 Save R26 (7%) Ships in 18 - 22 working days
Mass Effect Andromeda Game Guide Unofficial (Paperback): Chala Dar Mass Effect Andromeda Game Guide Unofficial (Paperback)
Chala Dar
R240 Discovery Miles 2 400 Ships in 18 - 22 working days
An Introduction to All Atari Produced Atari 2600 Games (Paperback): Chris Ware An Introduction to All Atari Produced Atari 2600 Games (Paperback)
Chris Ware
R278 Discovery Miles 2 780 Ships in 18 - 22 working days
SNES Classic - The Ultimate Guide To Castlevania IV (Paperback): Blacknes Guy SNES Classic - The Ultimate Guide To Castlevania IV (Paperback)
Blacknes Guy
R619 R559 Discovery Miles 5 590 Save R60 (10%) Ships in 18 - 22 working days
Indie Games - From Dream to Delivery (Paperback): Rami Ismail Indie Games - From Dream to Delivery (Paperback)
Rami Ismail; Don L Daglow
R987 Discovery Miles 9 870 Ships in 18 - 22 working days
Cocos2d-x Cookbook (Paperback): Akihiro Matsuura Cocos2d-x Cookbook (Paperback)
Akihiro Matsuura
R1,146 Discovery Miles 11 460 Ships in 18 - 22 working days

Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x About This Book * Build exciting games, apps, and other cross-platform GUI based interactive programs with Cocos2d-x * Explore the nitty-gritty of the latest Cocos2d-x on the block, version 3.6 * A step-by-step guide that shows you the functionalities of Cocos2d-x followed by an explanation of how they work Who This Book Is For If you are a game developer and want to learn more about cross-platform game development in Cocos2d-x, then this book is for you. Knowledge of C++, Xcode, Eclipse, and how to use commands in the terminal are prerequisites for this book. What You Will Learn * Install and set up Cocos2d-x for your development environment * Build, test, and release game applications for iOS and Android * Develop your games for multiple platforms * Customize Cocos2d-x for your games * Use a physical engine in your games * Save and load text, JSON, XML, or other formats * Explore the brand new features of Cocos2d-x In Detail Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed. Style and approach This book is an easy-to-follow guide with ample recipes to help you better understand Cocos2d-x.

Cancelled Sega Genesis Games (Paperback): Eric Hurford Cancelled Sega Genesis Games (Paperback)
Eric Hurford
R470 Discovery Miles 4 700 Ships in 18 - 22 working days
Pokemon GO (Paperback): Andres Fernandez Pokemon GO (Paperback)
Andres Fernandez
R244 Discovery Miles 2 440 Ships in 18 - 22 working days
Sonic the Hedgehog and The Beatles - A Comparative Analysis of the Games and Music (Paperback): David Childers Sonic the Hedgehog and The Beatles - A Comparative Analysis of the Games and Music (Paperback)
David Childers
R233 Discovery Miles 2 330 Ships in 18 - 22 working days
Getting Started with Unity 5.x 2D Game Development (Paperback): Francesco Sapio Getting Started with Unity 5.x 2D Game Development (Paperback)
Francesco Sapio
R1,229 Discovery Miles 12 290 Ships in 18 - 22 working days

Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book * Build a complete and exciting 2D Tower Defense game from scratch. * Understand and learn to perform each phase of the game development pipeline * Homework and exercises to improve your skills and take them to the next level Who This Book Is For If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure. What You Will Learn * Import and set up assets for 2D game development * Design and implement dynamic and responsive User Interfaces * Create and handle complex animation systems * Unlock all the potentiality of the physics engine * Implement Artificial Intelligence algorithms to give intelligence to your NPCs * Script gameplay and overall bring your ideas to life In Detail Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network. Style and approach This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book's content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!

Extending Unity with Editor Scripting (Paperback): Angelo Tadres Extending Unity with Editor Scripting (Paperback)
Angelo Tadres
R1,172 Discovery Miles 11 720 Ships in 18 - 22 working days

Put Unity to use for your video games by creating your own custom tools with editor scripting About This Book * Acquire a good understanding of extending Unity's editor capabilities for a platformer game by using Gizmos, custom inspectors, editor windows, scriptable objects, and more * Learn to configure and get control over your asset import pipeline using asset preprocessors * A step-by-step, comprehensible guide to creating and customizing a build pipeline that fits the necessities of your video game development team Who This Book Is For This book is for anyone who has a basic knowledge of Unity programming using C# and wants to learn how to extend and create custom tools using Unity editor scripting to improve the development workflow and make video game development easier. What You Will Learn * Use Gizmos to create visual aids for debugging * Extend the editor capabilities using custom inspectors, property and decorator drawers, editor windows, and handles * Save your video game data in a persistent way using scriptable objects * Improve the look and feel of your custom tools using GUIStyles and GUISkins * Configure and control the asset import pipeline * Improve the build creation pipeline * Distribute the custom tools in your team or publish them in the Asset Store In Detail One of Unity's most powerful features is the extensible editor it has. With editor scripting, it is possible to extend or create functionalities to make video game development easier. For a Unity developer, this is an important topic to know and understand because adapting Unity editor scripting to video games saves a great deal of time and resources. This book is designed to cover all the basic concepts of Unity editor scripting using a functional platformer video game that requires workflow improvement. You will commence with the basics of editor scripting, exploring its implementation with the help of an example project, a level editor, before moving on to the usage of visual cues for debugging with Gizmos in the scene view. Next, you will learn how to create custom inspectors and editor windows and implement custom GUI. Furthermore, you will discover how to change the look and feel of the editor using editor GUIStyles and editor GUISkins. You will then explore the usage of editor scripting in order to improve the development pipeline of a video game in Unity by designing ad hoc editor tools, customizing the way the editor imports assets, and getting control over the build creation process. Step by step, you will use and learn all the key concepts while creating and developing a pipeline for a simple platform video game. As a bonus, the final chapter will help you to understand how to share content in the Asset Store that shows the creation of custom tools as a possible new business. By the end of the book, you will easily be able to extend all the concepts to other projects. Style and approach This book uses a step-by-step approach that will help you finish with a level editor tool, a custom configuration for the asset import pipeline, and a build pipeline totally adjusted to the video game.

Injustice 2 Game Guide Unofficial (Paperback): The Yuw Injustice 2 Game Guide Unofficial (Paperback)
The Yuw
R243 Discovery Miles 2 430 Ships in 18 - 22 working days
Metal Gear Solid 5 The Phantom Pain Game Guide Unofficial (Paperback): The Yuw Metal Gear Solid 5 The Phantom Pain Game Guide Unofficial (Paperback)
The Yuw
R244 Discovery Miles 2 440 Ships in 18 - 22 working days
LibGDX Game Development By Example (Paperback): James Cook LibGDX Game Development By Example (Paperback)
James Cook
R1,162 Discovery Miles 11 620 Ships in 18 - 22 working days

Learn how to create your very own game using the libGDX cross-platform framework About This Book * Learn the core features of libGDX to develop your own exciting games * Explore game development concepts through example projects * Target games for major app stores quickly and easily with libGDX's cross-platform functionality Who This Book Is For This book is intended for those who wish to learn the concepts of game development using libGDX. An understanding of Java and other programming languages would definitely be helpful, although it is not a must. What You Will Learn * Create and configure a libGDX project to get started with making games * Get to grips with a simple game loop that will drive your games * Manage game assets to reduce code duplication and speed up development * Pack game assets together into single assets to increase your game's performance * Display textures on the screen and manipulate them with play input * Play various types of sounds that a game can generate * Design and modify a game user interface with libGDX's built-in tools * Develop a game that will run across various platforms In Detail LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5. With a vast feature set on offer, there isn't a game that can't be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively. This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you'll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You'll explore how to introduce a font to optimize text, and with the help of a game that you'll create, you'll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move. In the final sample game of the book, you'll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided. Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem. Style and approach With this book you'll learn game development with libGDX through example game projects. You'll finish the book with a thorough understanding of libGDX game development, along with completed games that you'll have built yourself.

Video Game Engine Development Guide (Using Xilinx SoC Board) (Paperback): Ali Al-Bayaty Video Game Engine Development Guide (Using Xilinx SoC Board) (Paperback)
Ali Al-Bayaty
R489 Discovery Miles 4 890 Ships in 18 - 22 working days
Unity 5 for Android Essentials (Paperback): Valera Cogut Unity 5 for Android Essentials (Paperback)
Valera Cogut
R813 Discovery Miles 8 130 Ships in 18 - 22 working days

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