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

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources... Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources (Paperback)
David Seelow
R1,653 Discovery Miles 16 530 Ships in 9 - 17 working days

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

The Dark Realm (Hardcover): Anthea Sharp The Dark Realm (Hardcover)
Anthea Sharp
R820 Discovery Miles 8 200 Ships in 18 - 22 working days
Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback)
Steven Rabin
R1,858 Discovery Miles 18 580 Ships in 10 - 15 working days

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Language, Gender and Videogames - Using Corpora to Analyse the Representation of Gender in Fantasy Videogames (Hardcover, 1st... Language, Gender and Videogames - Using Corpora to Analyse the Representation of Gender in Fantasy Videogames (Hardcover, 1st ed. 2021)
Frazer Heritage
R3,334 Discovery Miles 33 340 Ships in 18 - 22 working days

This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.

OpTic Gaming - The Making of eSports Champions (Paperback): H3cz, NaDeSHot, Scump, BigTymer, Midnite, OpTic J, Fwiz OpTic Gaming - The Making of eSports Champions (Paperback)
H3cz, NaDeSHot, Scump, BigTymer, Midnite, …
R474 Discovery Miles 4 740 Ships in 10 - 15 working days

OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller-into the game and the minds of the greatest gamers in the world-in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt "NaDeSHoT" Haag, the biggest eSports personality on earth; Seth "Scump" Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector "H3CZ" Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty-ESPN XGAMES, MLG, ESWC and GFINITY champions-laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.

Animated Problem Solving - An Introduction to Program Design Using Video Game Development (Hardcover, 1st ed. 2022): Marco T.... Animated Problem Solving - An Introduction to Program Design Using Video Game Development (Hardcover, 1st ed. 2022)
Marco T. Morazan
R1,233 Discovery Miles 12 330 Ships in 10 - 15 working days

This textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better-like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size like e.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.

Video Game Audio - A History, 1972-2020 (Paperback): Christopher Hopkins Video Game Audio - A History, 1972-2020 (Paperback)
Christopher Hopkins
R1,059 Discovery Miles 10 590 Ships in 10 - 15 working days

From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Smart Pedagogy of Game-based Learning (Hardcover, 1st ed. 2021): Linda Daniela Smart Pedagogy of Game-based Learning (Hardcover, 1st ed. 2021)
Linda Daniela
R4,635 Discovery Miles 46 350 Ships in 10 - 15 working days

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning

The Influence of Delay on Cloud Gaming Quality of Experience (Hardcover, 1st ed. 2023): Saeed Shafiee Sabet The Influence of Delay on Cloud Gaming Quality of Experience (Hardcover, 1st ed. 2023)
Saeed Shafiee Sabet
R3,329 Discovery Miles 33 290 Ships in 18 - 22 working days

This book provides an understanding of the impact of delay on cloud gaming Quality of Experience (QoE) and proposes techniques to compensate for this impact, leading to a better gaming experience when there are network delays. The author studies why some games in the cloud are more delay sensitive than others by identifying game characteristics influencing a user's delay perception and predicting the gaming QoE degraded by the delay. The author also investigates the impact of jitter and serial-position effects on gaming QoE and delay. Using the insight gained, the author presents delay compensation techniques that can mitigate the negative influence of delay on gaming QoE that use the game characteristics to adapt the games.

Development and Deployment of Multiplayer Online Games, Vol. I - GDD, Authoritative Servers, Communications (Hardcover):... Development and Deployment of Multiplayer Online Games, Vol. I - GDD, Authoritative Servers, Communications (Hardcover)
'No Bugs' Hare; Translated by Sergey Ignatchenko
R947 R826 Discovery Miles 8 260 Save R121 (13%) Ships in 18 - 22 working days
Marvel's Spider-Man: Miles Morales - The Art Of The Game (Hardcover): Matt Ralphs Marvel's Spider-Man: Miles Morales - The Art Of The Game (Hardcover)
Matt Ralphs
R688 Discovery Miles 6 880 Ships in 10 - 15 working days

Official art book of the PS5 launch game Marvel's Spider-Man: Miles Morales, featuring concept art created during the development of the game.

Be greater, be yourself as Miles Morales swings onto the scene in his own video game for the first time. Learning the ropes as Spider-Man in Peter Parker s absence, Miles must find the balance between keeping his new home, Harlem, safe and rising up to take on new challenges and enemies that test his abilities and loyalties to the limit.

The creative process of this much-anticipated game is captured in Marvel s Spider-Man: Miles Morales The Art of the Game. This lush, hardback book showcases the remarkable concept art and in-game renderings created by the talented development team creating the game in collaboration with Marvel. Characters, locations, tech, gadgets, Spider suits and much more are presented in all their incredible detail, accompanied by unique insights from the artists and developers behind the game.

The Cinematic Art of World of Warcraft: Volume 1 (Hardcover): Gregory Solano, Matt Burns The Cinematic Art of World of Warcraft: Volume 1 (Hardcover)
Gregory Solano, Matt Burns 1
R1,257 R956 Discovery Miles 9 560 Save R301 (24%) Ships in 10 - 15 working days

Featuring stunning concept art and visual details, this is the first in the definitive series on the cinematics that bring World of Warcraft vividly to life. World of Warcraft redefined online gaming, and over the last fifteen years each new chapter has delivered new and incredible cinematics. The Cinematic Art of World of Warcraft goes behind the scenes with the Warcraft cinematic team. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.

IOS Programming For Beginners - The Simple Guide to Learning IOS Programming Fast! (Hardcover): Tim Warren IOS Programming For Beginners - The Simple Guide to Learning IOS Programming Fast! (Hardcover)
Tim Warren
R551 R505 Discovery Miles 5 050 Save R46 (8%) Ships in 18 - 22 working days
Cases on the Societal Effects of Persuasive Games (Hardcover): Dana Ruggiero Cases on the Societal Effects of Persuasive Games (Hardcover)
Dana Ruggiero
R5,140 Discovery Miles 51 400 Ships in 18 - 22 working days

Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions. Cases on the Societal Effects of Persuasive Games investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies. With examples from the fields of education, business, healthcare, and more, this book serves as a crucial reference source for researchers, educators, developers, and students in higher and continuing education.

From Pinballs to Pixels - An Arcade History of Williams-Bally-Midway (Paperback): Ken Horowitz From Pinballs to Pixels - An Arcade History of Williams-Bally-Midway (Paperback)
Ken Horowitz
R1,064 Discovery Miles 10 640 Ships in 10 - 15 working days

From early classics like Contact to marvels like High Speed, gaming publisher Williams dazzled arcade goers with its diverse range of quality pinball games. The age of video games catapulted the company into legend with blockbusters like Defender and Joust, and by the end of the 1980s it was the largest coin-op publisher in North America. Its acquisition of Bally/Midway began a period of hits that included Mortal Kombat and NBA Jam, as well as the best-selling pinball machine of all time, The Addams Family. The history of Williams spans nearly six decades and is filled with great games, huge gambles and technical innovations that impacted every aspect of pinball and arcade video games. With interviews from over 40 former designers and executives from Williams/Bally/Midway, as well as information from hundreds of contemporaneous news reports and documents, this book presents a never-before-seen chronology of how the small company became a coin-op juggernaut. Thirty pinball and 26 video game classics are examined in depth with direct input from the people who made them, along with the story of the events that made and shaped one of gaming's greatest publishing houses.

Introduction to Game Development Using Processing (Paperback): Jr. Parker Introduction to Game Development Using Processing (Paperback)
Jr. Parker
R1,145 R974 Discovery Miles 9 740 Save R171 (15%) Ships in 18 - 22 working days

This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures.Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android.Features: Teaches basic game development including graphics, sound, artificial intelligence, animation, game engines, Web-based games, and moreCreate a small collection of complete computer games developed throughout the book Uses Processing, a free, downloadable platform with a frame by frame display scheme that is perfect for computer gamesBrief Table of Contents: Chapter 1. Introduction to Game Internals; Chapter 2. Graphics and Image in Processing; Chapter 3. Sound; Chapter 4. 2D Game Example: Hockey Pong; Chapter 5. 3D Graphics; Chapter 6. Artificial Intelligence and Collision Detection; Chapter 7. Example 3D Game; Chapter 8. Web-Based Games and Processing.js; Chapter 9. Animations and Video; Chapter 10. Android; Chapter 11. Networking and Multi-player Games; Chapter 12. A Simple Multiplayer Example; Appendix A. Math for Games; Appendix B. Processing Basics

Computer Bible Games with Java - 11th Edition - A Java JFC Swing GUI Game Programming Tutorial For Christian Schools... Computer Bible Games with Java - 11th Edition - A Java JFC Swing GUI Game Programming Tutorial For Christian Schools (Paperback, 11th ed.)
Biblebyte Books
R2,345 Discovery Miles 23 450 Ships in 18 - 22 working days
Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020): Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis,... Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020)
Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
R4,657 Discovery Miles 46 570 Ships in 10 - 15 working days

This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

Destiny: Grimoire Anthology Vol. V (Hardcover): Destiny: Grimoire Anthology Vol. V (Hardcover)
R516 Discovery Miles 5 160 Ships in 10 - 15 working days

Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds-enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny's most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.

Android Programming For Beginners - The Simple Guide to Learning Android Programming Fast! (Hardcover): Tim Warren Android Programming For Beginners - The Simple Guide to Learning Android Programming Fast! (Hardcover)
Tim Warren
R549 R503 Discovery Miles 5 030 Save R46 (8%) Ships in 18 - 22 working days
The Essential Guide to the Business & Law of Esports & Professional Video Gaming (Paperback): Justin Jacobson The Essential Guide to the Business & Law of Esports & Professional Video Gaming (Paperback)
Justin Jacobson
R1,496 Discovery Miles 14 960 Ships in 9 - 17 working days

"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin's exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today's esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. * Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. * Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. * The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

Quality of Experience Modeling for Cloud Gaming Services (Hardcover, 1st ed. 2022): Saman Zadtootaghaj Quality of Experience Modeling for Cloud Gaming Services (Hardcover, 1st ed. 2022)
Saman Zadtootaghaj
R3,106 Discovery Miles 31 060 Ships in 18 - 22 working days

This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.

Robot Play for All - Developing Toys and Games for Disability (Hardcover, 1st ed. 2022): Andrea Bonarini, Serenella Besio Robot Play for All - Developing Toys and Games for Disability (Hardcover, 1st ed. 2022)
Andrea Bonarini, Serenella Besio
R3,674 Discovery Miles 36 740 Ships in 10 - 15 working days

This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress. This book presents a framework for the design of playful activities with robots, developed over 20 years' experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role.

Unity in Action (Paperback, 3rd edition): Joseph Hocking Unity in Action (Paperback, 3rd edition)
Joseph Hocking
R1,065 R898 Discovery Miles 8 980 Save R167 (16%) Ships in 5 - 10 working days

Create your first 2D, 3D, and AR/VR games with the awesome Unity game platform. With this hands-on beginner's guide, you'll start building games fast! In Unity in Action, Third Edition, you will learn how to: Create characters that run, jump, and bump into things Build 3D first-person shooters and third-person action games Construct 2D card games and side-scrolling platformers Script enemies with AI Improve game graphics by importing models and images Design an intuitive user interface for your games Play music and spatially-aware sound effects Connect your games to the internet for online play Deploy your games to desktop, mobile, and the web Thousands of new game developers have chosen Joe Hocking's Unity in Action as their first step toward Unity mastery. This fully updated third edition comes packed with fully refreshed graphics, Unity's latest features, and coverage of the augmented and virtual reality toolkits. Using your existing coding skills, you'll write custom code instead of just clicking together premade scripts. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Build your next game without sweating the low-level details. The Unity game engine handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C#, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity will get your game idea off the drawing board and onto the screen! You can even use Unity for more than game development, with new tools for VR and augmented reality that are perfect for developing useful apps.

Advances in Computer Games - Many Games, Many Challenges (Hardcover, 2004 ed.): H. Jaap van den Herik, Hiroyuki Iida, Ernst A.... Advances in Computer Games - Many Games, Many Challenges (Hardcover, 2004 ed.)
H. Jaap van den Herik, Hiroyuki Iida, Ernst A. Heinz
R4,226 Discovery Miles 42 260 Ships in 18 - 22 working days

1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community."

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