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Books > Computing & IT > Computer software packages > Computer games
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.
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 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.
Welcome to the second volume of Game Audio Programming: Principles
and Practices - the first series of its kind dedicated to the art
of game audio programming! This volume features more than 20
chapters containing advanced techniques from some of the top game
audio programmers and sound designers in the industry. This book
continues the tradition of collecting more knowledge and wisdom
about game audio programming than any other volume in history. Both
audio programming beginners and seasoned veterans will find content
in this book that is valuable, with topics ranging from extreme
low-level mixing to high-level game integration. Each chapter
contains techniques that were used in games that have shipped, and
there is a plethora of code samples and diagrams. There are
chapters on threading, DSP implementation, advanced middleware
techniques in FMOD Studio and Audiokinetic Wwise, ambiences,
mixing, music, and more. This book has something for everyone who
is programming audio for a game: programmers new to the art of
audio programming, experienced audio programmers, and those souls
who just got assigned the audio code. This book is for you!
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.
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
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.
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.
More than any other entertainment medium, video games offer the
chance for us to participate in a world beyond the ordinary.
Whether you are playing as a supersonic hedgehog, an athletic
archeologist, or a moustachioed Italian plumber, video games allow
their players to inhabit spaces where the usual parameters of
existence do not apply. The medium's history is chronicled through
the individual stories of 151 of the most iconic video games.
Beginning in the early 1970s, the book charts five decades of the
pixel revolution. The story of each game is accompanied by trivia
and quotations, and illustrated with photographs, screenshots and
artwork. This celebratory reference, and up-to-date history, will
enthral any video games aficionado. - Chronicles the history of
gaming through an analysis of151 of the world's most-iconic and
best-loved games - Expert analysis of the story of each game,
accompanied . by fascinating trivia, memorable quotes, and
information on the year of publication and where the game can be
played today - Includes titles across all platforms, including
arcade, console, PC, online and handheld games - Charts five
decades of video game evolution, from Computer Space to Fortnite -
Compulsively illustrated with over 1000 action screenshots, game
artworks and photographs
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish
full-color book showcasing the best art from the highly anticipated
roleplaying game. Developed by Level-5 and with collaboration from
legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni
(TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting
game. This book is the ultimate fan resource, showcasing the
development of the amazing characters, monsters, vehicles and
locations from initial concept sketches through to the finished
artworks.
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.
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.
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.
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.
"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.
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.
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.
For two decades, Rockstar Games have been making games that
interrogate and represent the idea of America, past and present.
Commercially successful, fan-beloved, and a frequent source of
media attention, Rockstar's franchises are positioned as not only
game-changing, ground-breaking interventions in the games industry,
but also as critical, cultural histories on America and its
excesses. But what does Rockstar's version of American history look
like, and how is it communicated through critically acclaimed
titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By
combining analysis of Rockstar's games and a range of official
communications and promotional materials, this book offers critical
discussion of Rockstar as a company, their video games, and
ultimately, their attempts at creating new narratives about U.S.
history and culture. It explores the ways in which Rockstar's brand
identity and their titles coalesce to create a new kind of video
game history, how promotional materials work to claim the
"authenticity" of these products, and assert the authority of game
developers to perform the role of historian. By working at the
intersection of historical game studies, U.S. history, and film and
media studies, this book explores what happens when contemporary
demands for historical authenticity are brought to bear on the way
we envisage the past - and whose past it is deemed to be.
Ultimately, this book implores those who research historical video
games to consider the oft-forgotten sources at the margins of these
games as importance spaces where historical meaning is made and
negotiated. Watch our talk with the author Esther Wright here:
https://youtu.be/AaC_9XsX-CQ
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