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Books > Computing & IT > Computer software packages > Computer games
As their prominence in the news cycle a from Gamergate to the
burgeoning smartphone market to the VR realm and beyond a would
indicate video games and gaming have rocketed from a fairly fringe
existence to a central position in the everyday lives of millions.
Whether you're a casual reader with an interest in the subject or
an experienced gamer scrounging for obscure facts and stories Mark
Wolf's E Video Games FAQ: All That's Left to Know About Games and
Gaming CultureE is an indispensable resource touching on all
aspects of this techno-cultural phenomenon. Wolf's info-dense
account traces video games from their earliest renditions as blocky
abstractions to the photorealistic worlds of the present day
exploring the games systems technologies companies and inventors
who transformed a novelty into a worldwide industry and major
imaginative force along the way. In lively prose intended for a
general audience the book examines the many ways video games have
entered our lives impacted popular culture and evolved through
innovations and technological advances. More than just a history
this book which can be read from cover-to-cover or a stand-alone
chapter at a time is also packed with fun thought-provoking video
game trivia touching on the origins of handheld games the first
first-person shooting games famous characters named after a
landlord and an attorney the birth of third-party development and
the best and worst selling systems of all time. Whether discussing
the pedigrees of games and systems sequels franchises and series
the console wars the home computer revolution or leading companies
and their strategies EVideo Games FAQE serves as a fascinating
concise and comprehensive window into the past present and future
of video games and everything connected with them.
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.
Collision Detection and Rigid body physics for Game Development Key
Features Get a comprehensive coverage of techniques to create high
performance collision detection in games Learn the core mathematics
concepts and physics involved in depicting collision detection for
your games Get a hands-on experience of building a rigid body
physics engine Book DescriptionPhysics is really important for game
programmers who want to add realism and functionality to their
games. Collision detection in particular is a problem that affects
all game developers, regardless of the platform, engine, or toolkit
they use. This book will teach you the concepts and formulas behind
collision detection. You will also be taught how to build a simple
physics engine, where Rigid Body physics is the main focus, and
learn about intersection algorithms for primitive shapes. You'll
begin by building a strong foundation in mathematics that will be
used throughout the book. We'll guide you through implementing 2D
and 3D primitives and show you how to perform effective collision
tests for them. We then pivot to one of the harder areas of game
development-collision detection and resolution. Further on, you
will learn what a Physics engine is, how to set up a game window,
and how to implement rendering. We'll explore advanced physics
topics such as constraint solving. You'll also find out how to
implement a rudimentary physics engine, which you can use to build
an Angry Birds type of game or a more advanced game. By the end of
the book, you will have implemented all primitive and some advanced
collision tests, and you will be able to read on geometry and
linear Algebra formulas to take forward to your own games! What you
will learn Implement fundamental maths so you can develop solid
game physics Use matrices to encode linear transformations Know how
to check geometric primitives for collisions Build a Physics engine
that can create realistic rigid body behavior Understand advanced
techniques, including the Separating Axis Theorem Create physically
accurate collision reactions Explore spatial partitioning as an
acceleration structure for collisions Resolve rigid body collisions
between primitive shapes Who this book is forThis book is for
beginner to intermediate game developers. You don't need to have a
formal education in games-you can be a hobbyist or indie developer
who started making games with Unity 3D.
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!
Create complex and visually stunning games using all the advanced
features available in SFML development About This Book * Build
custom tools, designed to work with your specific game. * Use raw
modern OpenGL and go beyond SFML. * Revamp your code for better
structural design, faster rendering, and flashier graphics. * Use
advanced lighting techniques to add that extra touch of
sophistication. * Implement a very fast and efficient particle
system by using a cache-friendly design. Who This Book Is For This
book is ideal for game developers who have some basic knowledge of
SFML and also are familiar with C++ coding in general. No knowledge
of OpenGL or even more advanced rendering techniques is required.
You will be guided through every bit of code step by step. What You
Will Learn * Dive deep into creating complex and visually stunning
games using SFML, as well as advanced OpenGL rendering and shading
techniques * Build an advanced, dynamic lighting and shadowing
system to add an extra graphical kick to your games and make them
feel a lot more dynamic * Craft your own custom tools for editing
game media, such as maps, and speed up the process of content
creation * Optimize your code to make it blazing fast and robust
for the users, even with visually demanding scenes * Get a complete
grip on the best practices and industry grade game development
design patterns used for AAA projects In Detail SFML is a
cross-platform software development library written in C++ with
bindings available for many programming languages. It provides a
simple interface to the various components of your PC, to ease the
development of games and multimedia applications. This book will
help you become an expert of SFML by using all of its features to
its full potential. It begins by going over some of the
foundational code necessary in order to make our RPG project run.
By the end of chapter 3, we will have successfully picked up and
deployed a fast and efficient particle system that makes the game
look much more 'alive'. Throughout the next couple of chapters, you
will be successfully editing the game maps with ease, all thanks to
the custom tools we're going to be building. From this point on,
it's all about making the game look good. After being introduced to
the use of shaders and raw OpenGL, you will be guided through
implementing dynamic scene lighting, the use of normal and specular
maps, and dynamic soft shadows. However, no project is complete
without being optimized first. The very last chapter will wrap up
our project by making it lightning fast and efficient. Style and
approach This book uses a step by step approach by breaking the
problems down into smaller, much more manageable obstacles, and
guiding the reader through them with verified, flexible, and
autonomous solutions.
Create amazing games with solid gameplay features, using a
professional-grade workflow inside the Unity engine! About This
Book * Become a Unity master by creating a practical, in-depth
game-development project with Unity * Use advanced C# scripting to
unlock the complete potential of Unity 5 * Use Version Control to
Effectively Manage and Scale your workflow 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 5.x, 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 the 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 take 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 takes an in-depth focus on a practical
project with Unity, building a first-person game with many
features. You'll dive deep 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; and 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 a
step-by-step, practical tutorial approach. You will create an
advanced level Unity game with an emphasis on leveraging the
advanced Unity 5 features. You will make the most of the Unity 5
advanced features while you develop the game in its entirety.
If you are interested in creating your very own 2D games from
scratch, then this book will give you all the tools you need to
succeed. Whether you are completely new to Unity or have used Unity
before and would like to learn about the new 2D features of Unity,
this book is for you.
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.
Four years ago I started playing videopoker. As a lark I started to
analyze hands and came up with my crib notes which I am sure help
to get a winning hand. But unfortunately the machine has the last
say. I studied the most common videopoker games but not all. My
family felt I should include these in a book and so I have. I tried
to put my knowledge on paper so it could be easily understood but I
am not the best of writers. This book includes the best strategies
for playing different poker hands for twenty -four video poker
games.
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