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Books > Computing & IT > Computer software packages > Computer games
A comprehensive, practical guide to composing video game music,
from acquiring the necessary skills to finding work in the field.
Music in video games is often a sophisticated, complex composition
that serves to engage the player, set the pace of play, and aid
interactivity. Composers of video game music must master an array
of specialized skills not taught in the conservatory, including the
creation of linear loops, music chunks for horizontal resequencing,
and compositional fragments for use within a generative framework.
In A Composer's Guide to Game Music, Winifred Phillips-herself an
award-winning composer of video game music-provides a
comprehensive, practical guide that leads an aspiring video game
composer from acquiring the necessary creative skills to
understanding the function of music in games to finding work in the
field. Musicians and composers may be drawn to game music
composition because the game industry is a multibillion-dollar,
employment-generating economic powerhouse, but, Phillips writes,
the most important qualification for a musician who wants to become
a game music composer is a love of video games. Phillips offers
detailed coverage of essential topics, including musicianship and
composition experience; immersion; musical themes; music and game
genres; workflow; working with a development team; linear music;
interactive music, both rendered and generative; audio technology,
from mixers and preamps to software; and running a business. A
Composer's Guide to Game Music offers indispensable guidance for
musicians and composers who want to deploy their creativity in a
dynamic and growing industry, protect their musical identities
while working in a highly technical field, and create great music
within the constraints of a new medium.
Learn how to use Unreal Engine 4 by building 3D and multiplayer
games using Blueprints Key Features Learn the fundamentals of
Unreal Engine such as project templates, Blueprints, and C++ Learn
to design games; use UMG to create menus and HUDs, and replication
to create multiplayer games Build dynamic game elements using
Animation Blueprints and Behavior Trees Book DescriptionUnreal
Engine is a popular game engine for developers to build high-end 2D
and 3D games. This book is a practical guide, starting off by
quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You
will learn how to create Blueprints and C++ code to define your
game's functionality. You will be familiarized with the core
systems of UE4 such as UMG, Animation Blueprints, and Behavior
Trees. You will also learn how to use replication to create
multiplayer games. By the end of this book, you will have a broad,
solid knowledge base to expand upon on your journey with UE4. What
you will learn Use project templates to give your game a head start
Create custom Blueprints and C++ classes and extend from Epic's
base classes Use UMG to create menus and HUDs for your game Create
more dynamic characters using Animation Blueprints Learn how to
create complex AI with Behavior Trees Use replication to create
multiplayer games Optimize, test, and deploy a UE4 project Who this
book is forReaders who already have some game development
experience and Unity users who would like to try UE4 will all
benefit from this book. Knowledge of basic Object-Oriented
Programming topics such as variables, functions, and classes is
assumed.
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League of Legends Beginners Guide
- Champions, Abilities, Runes, Summoner Spells, Items, Summoner's Rift and Strategies, Jungling, Warding, Trinket Guide, Freezing in Lane, Trading in Lane, Skins
(Paperback)
Ray McNulty
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R515
Discovery Miles 5 150
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Ships in 18 - 22 working days
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Get close and comfortable with Unity and build applications that
run on HoloLens, Daydream, and Oculus Rift Key Features Build fun
augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging
projects Learn how to integrate AR and VR concepts together in a
single application Book DescriptionUnity is the leading platform to
develop mixed reality experiences because it provides a great
pipeline for working with 3D assets. Using a practical and
project-based approach, this Learning Path educates you about the
specifics of AR and VR development using Unity 2018 and Unity 3D.
You'll learn to integrate, animate, and overlay 3D objects on your
camera feed, before moving on to implement sensor-based AR
applications. You'll explore various concepts by creating an AR
application using Vuforia for both macOS and Windows for Android
and iOS devices. Next, you'll learn how to develop VR applications
that can be experienced with devices, such as Oculus and Vive.
You'll also explore various tools for VR development: gaze-based
versus hand controller input, world space UI canvases, locomotion
and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity
Editor and C# programming. By the end of this Learning Path, you'll
be fully equipped to develop rich, interactive mixed reality
experiences using Unity. This Learning Path includes content from
the following Packt products: Unity Virtual Reality Projects -
Second Edition by Jonathan Linowes Unity 2018 Augmented Reality
Projects by Jesse Glover What you will learn Create 3D scenes to
learn about world space and scale Move around your scenes using
locomotion and teleportation Create filters or overlays that work
with facial recognition software Interact with virtual objects
using eye gaze, hand controllers, and user input events Design and
build a VR storytelling animation with a soundtrack and timelines
Create social VR experiences with Unity networking Who this book is
forIf you are a game developer familiar with 3D computer graphics
and interested in building your own AR and VR games or
applications, then this Learning Path is for you. Any prior
experience in Unity and C# will be an advantage. In all, this
course teaches you the tools and techniques to develop engaging
mixed reality applications.
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.
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Who Is Bill Gates?
(Paperback)
Patricia Brennan Demuth, Who Hq; Illustrated by Ted Hammond
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R143
R135
Discovery Miles 1 350
Save R8 (6%)
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Ships in 18 - 22 working days
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Bill Gates, born in Seattle, Washington, in 1955, is an American
business magnate, investor, philanthropist, and author. In this
"Who Was...? "biography, children will learn of Gates' childhood
passion for computer technology, which led him to revolutionize
personal computers. Through the success of his now-world-famous
software company, Microsoft, Bill Gates became one of the
wealthiest philanthropists in history.This fascinating story of a
child technology genius is sure to captivate any audience
Understand the fundamentals of C# programming and get started with
coding from ground up in an engaging and practical manner Key
Features Beginner's guide to getting started with software
development concepts from a macro level Leverage the power of the
latest C# in solving the complex programming problems Learn to
script and customize your 3D games and implement animation
techniques to make them engaging Book DescriptionLearning to
program in today's technical landscape can be a daunting task,
especially when faced with the sheer number of languages you have
to choose from. Luckily, Learning C# with Unity 2019 removes the
guesswork and starts you off on the path to becoming a confident,
and competent, programmer using game development with Unity. You'll
start off small by learning the building blocks of programming,
from variables, methods, and conditional statements to classes and
object-oriented systems. After you have the basics under your belt
you'll explore the Unity interface, creating C# scripts, and
translating your newfound knowledge into simple game mechanics.
Throughout this journey, you'll get hands-on experience with
programming best practices and macro-level topics such as manager
classes and flexible application architecture. By the end of the
book, you'll be familiar with intermediate C# topics like generics,
delegates, and events, setting you up to take on projects of your
own. What you will learn Understand programming fundamentals with
practice examples in C# Explore the interface and features of Unity
2019 Learn C# programming syntax from scratch Create a game design
document and prototype level Explore intermediate programming
topics and best practices Implement game mechanics, interactions,
and UI elements with C# Who this book is forThe book caters to
developers and programmers who want to get started with C#
programming in a fun and engaging manner. Anyone who wants to build
games and script in C# language and Unity can take this book up. No
prior programming or Unity experience is required.
Jump into the world of Game AI development About This Book * Move
beyond using libraries to create smart game AI, and create your own
AI projects from scratch * Implement the latest algorithms for AI
development and in-game interaction * Customize your existing game
AI and make it better and more efficient to improve your overall
game performance Who This Book Is For This book is for game
developers with a basic knowledge of game development techniques
and some basic programming techniques in C# or C++. What You Will
Learn * Get to know the basics of how to create different AI for
different type of games * Know what to do when something interferes
with the AI choices and how the AI should behave if that happens *
Plan the interaction between the AI character and the environment
using Smart Zones or Triggering Events * Use animations correctly,
blending one animation into another and rather than stopping one
animation and starting another * Calculate the best options for the
AI to move using Pruning Strategies, Wall Distances, Map Preprocess
Implementation, and Forced Neighbours * Create Theta algorithms to
the AI to find short and realistic looking paths * Add many
characters into the same scene and make them behave like a
realistic crowd In Detail The book starts with the basics examples
of AI for different game genres and directly jumps into defining
the probabilities and possibilities of the AI character to
determine character movement. Next, you'll learn how AI characters
should behave within the environment created. Moving on, you'll
explore how to work with animations. You'll also plan and create
pruning strategies, and create Theta algorithms to find short and
realistic looking game paths. Next, you'll learn how the AI should
behave when there is a lot of characters in the same scene. You'll
explore which methods and algorithms, such as possibility maps,
Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall
Distances, and Map Preprocess Implementation should be used on
different occasions. You'll discover how to overcome some
limitations, and how to deliver a better experience to the player.
By the end of the book, you think differently about AI. Style and
approach The book has a step-by-step tutorial style approach. The
algorithms are explained by implementing them in #.
Learn the art of making Android games and turn your game
development dreams into reality About This Book * Leverage the
latest features of Android N to create real-world 2D games *
Architect a 2D game from scratch and level up your Android game
development skill * Transition from developing simple 2D games to
3D games using basic Java code Who This Book Is For If you are a
mobile developer who has basic Java programming knowledge, then
this book is ideal for you. Previous Android development experience
is not needed; however, basic mobile development knowledge is
essential. What You Will Learn * Understand the nuts and bolts of
developing highly interactive and interesting games for Android N *
Link the interface to the code used in games through simple methods
* Interact with the images on the screen and also learn to animate
them * Set and save the game state and save high scores, hit
points, and so on for your games * Get a grasp of various collision
techniques and implement the bounding box technique * Convert your
2D games to 3D games using Android N * Get an understanding of the
process of UI creation using Android Studio In Detail In this book,
we'll start with installing Android studio and its components, and
setting it up ready for Android N. We teach you how to take inputs
from users, create images and interact with them, and work with
sprites to create animations. You'll then explore the various
collision detection methods and use sprites to create an explosion.
Moving on, you'll go through the process of UI creation and see how
to create buttons as well as display the score and other parameters
on screen. By the end of the book, you will have a working example
and an understanding of a 2D platform game like Super Mario and
know how to convert your 2D games to 3D games. Style and approach
This easy-to-understand guide follows a step-by-step approach to
building games, and contains plenty of graphical examples for you
to follow and grasp quickly, giving you the chance to implement the
concepts practically.
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.
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