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

250 Indie Games You Must Play (Hardcover): Mike Rose 250 Indie Games You Must Play (Hardcover)
Mike Rose
R5,198 Discovery Miles 51 980 Ships in 12 - 17 working days

This book is a guide to the expanding world of indie gaming. It helps readers to understand why indie games are so important to so many people in the entertainment industry. The book covers puzzlers, platformers, beat 'em ups, shoot 'em ups, role-playing, and strategy.

HTML5 Game Engines - App Development and Distribution (Hardcover): Dan Nagle HTML5 Game Engines - App Development and Distribution (Hardcover)
Dan Nagle
R5,189 Discovery Miles 51 890 Ships in 12 - 17 working days

This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.

Game Physics Pearls (Hardcover): Gino Van Den Bergen, Dirk Gregorius Game Physics Pearls (Hardcover)
Gino Van Den Bergen, Dirk Gregorius
R4,013 Discovery Miles 40 130 Ships in 12 - 17 working days

Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications.

The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.

Algorithmic and Computational Robotics - New Directions 2000 WAFR (Paperback): Bruce Donald, Kevin Lynch, Daniela Rus Algorithmic and Computational Robotics - New Directions 2000 WAFR (Paperback)
Bruce Donald, Kevin Lynch, Daniela Rus
R1,824 Discovery Miles 18 240 Ships in 12 - 17 working days

Algorithms that control the computational processes relating sensors and actuators are indispensable for robot navigation and the perception of the world in which they move. Therefore, a deep understanding of how algorithms work to achieve this control is essential for the development of efficient and usable robots in a broad field of applications. An interdisciplinary group of scientists gathers every two years to document the progress in algorithmic foundations of robotics. This volume addresses in particular the areas of control theory, computational and differential geometry in robotics, and applications to core problems such as motion planning, navigation, sensor-based planning, and manipulation.

C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition): Salvatore A. Buono C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition)
Salvatore A. Buono
R5,235 Discovery Miles 52 350 Ships in 12 - 17 working days

The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples

An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition): Christopher W. Totten An Architectural Approach to Level Design - Second Edition (Hardcover, 2nd edition)
Christopher W. Totten
R4,053 Discovery Miles 40 530 Ships in 12 - 17 working days

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,536 Discovery Miles 35 360 Ships in 12 - 17 working days

The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Leading with Sound - Proactive Sound Practices in Video Game Development (Paperback): Rob Bridgett Leading with Sound - Proactive Sound Practices in Video Game Development (Paperback)
Rob Bridgett
R1,056 Discovery Miles 10 560 Ships in 9 - 15 working days

Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of 'how' and 'when', but the essential lens of 'why' that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.

The Routledge Handbook of Media and Technology Domestication (Hardcover): Maren Hartmann The Routledge Handbook of Media and Technology Domestication (Hardcover)
Maren Hartmann
R6,560 Discovery Miles 65 600 Ships in 12 - 17 working days

This Handbook offers a comprehensive overview of media domestication - the process of appropriating new media and technology - and delves into the theoretical, conceptual and social implications of the field's advancement. Combining the work of the long-established experts in the field with that of emerging scholars, the chapters explore both the domestication concept itself and domestication processes in a wide range of fields, from smartphones used to monitor drug use to the question of time in the domestication of energy buildings. The international team of authors provide an accessible and thorough assessment of key issues, themes, and problems with and within domestication research, and showcase the most important developments over the years. This truly interdisciplinary collection will be an important resource for advanced undergraduates, postgraduates and academic scholars in media, communication and cultural studies, sociology, anthropology, cultural geography, design studies and social studies of technology.

The Meaning of Video Games - Gaming and Textual Strategies (Paperback): Steven E. Jones The Meaning of Video Games - Gaming and Textual Strategies (Paperback)
Steven E. Jones
R1,191 Discovery Miles 11 910 Ships in 12 - 17 working days

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies-which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception-can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Facade, Nintendo's Wii, and Will Wright's Spore, the book explores the ways in which textual studies concepts-authorial intention, textual variability and performance, the paratext, publishing history and the social text-can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

Making Call of Duty: Modern Warfare (Hardcover): Titan Books Making Call of Duty: Modern Warfare (Hardcover)
Titan Books 1
R1,145 R922 Discovery Miles 9 220 Save R223 (19%) Ships in 9 - 15 working days

Discover the stunning concept art and developer commentaries behind the latest game in the genre-defining Call of Duty: Modern Warfare series. The global balance of power is teetering on the brink of collapse. A diverse cast of international special forces and freedom fighters work within the gray area of their rules of engagement. The battle lines in this modern-day conflict are blurred. The stage is set in multiple theaters of conflict, from iconic European cities to the volatile expanses of the Middle East. Welcome to Call of Duty (R): Modern Warfare (R). This exciting book provides a peek behind the curtain at game developers, Infinity Ward. With over 200 full color pages filled with amazing images, character profiles, photo-realistic locations and comments from the team who made the game, this is an unmissable book for fans of the series and lovers of the video game artwork alike.

Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition): Piggyback Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R885 R779 Discovery Miles 7 790 Save R106 (12%) Ships in 10 - 15 working days
Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R5,202 R3,558 Discovery Miles 35 580 Save R1,644 (32%) Ships in 12 - 17 working days

This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.

Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,437 Discovery Miles 14 370 Ships in 9 - 15 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover): Svitlana Kloetzl, Birgit Swoboda Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover)
Svitlana Kloetzl, Birgit Swoboda
R4,134 Discovery Miles 41 340 Ships in 12 - 17 working days

This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world. The volume establishes positioning primarily as the negotiation of interpersonal relationships, and draws on concepts from across disciplines by way of reappraisal before applying them to two specific domains: MMORPGs (Massively Multiplayer Online Role-Playing Games) and private ELF couple interaction. While acknowledging and showcasing the unique features of positioning in these two contexts, Kloetzl and Swoboda point to their commonalities by looking at how language and specifically English is used as a communicative resource in lingua franca situations. The book also identifies new directions for future methodological innovations in that it demonstrates how the same interaction can be looked at in methodologically-different ways and how the authors' own positions projected on to such interaction create an integrated tri-partite perspective on the two domains. Shedding light on interpersonal positioning in different contexts and in turn on global communication more generally, this book will be of particular interest to students and researchers in discourse analysis, pragmatics, computer-mediated communication, sociolinguistics, and applied linguistics.

Story and Simulations for Serious Games - Tales from the Trenches (Paperback): Nick Iuppa, Terry Borst Story and Simulations for Serious Games - Tales from the Trenches (Paperback)
Nick Iuppa, Terry Borst
R1,223 Discovery Miles 12 230 Ships in 12 - 17 working days

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
*Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level.
*Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making.
*Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects

Cyberpunk 2077 - The Complete Official Guide-Collector's Edition (Hardcover, Annotated edition): Piggyback Cyberpunk 2077 - The Complete Official Guide-Collector's Edition (Hardcover, Annotated edition)
Piggyback
R1,304 R1,100 Discovery Miles 11 000 Save R204 (16%) Ships in 10 - 15 working days
Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback): Jean-marc... Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback)
Jean-marc Gauthier
R1,620 R1,253 Discovery Miles 12 530 Save R367 (23%) Ships in 9 - 15 working days

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
* Create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games, film/video pre-visualization, and virtual reality design for the Web from sketch to fully-working prototype
* Interviews with experts in the field provide additional insight into each tutorial
* Dozens of tutorials on CD-ROM, and dozens more on author's website

Game Audio with FMOD and Unity (Hardcover): Ciaran Robinson Game Audio with FMOD and Unity (Hardcover)
Ciaran Robinson
R5,347 Discovery Miles 53 470 Ships in 12 - 17 working days

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.

FORTNITE Official: The Ultimate Locker - The Visual Encyclopedia (Paperback): Epic Games FORTNITE Official: The Ultimate Locker - The Visual Encyclopedia (Paperback)
Epic Games 1
R329 Discovery Miles 3 290 Ships in 12 - 17 working days

The stunning visual encyclopedia of every Outfit, weapon and accessory from Fortnite's first ten seasons, brought to you exclusively by Epic Games and featuring the authentic Fortnite holographic seal. Don't know Hotwire from Hollowhead? Can't decide between a Pixel Pilot or a Planetary Probe? Want to see the all your favorite Fortnite designs in one place? FORTNITE OFFICIAL: THE ULTIMATE LOCKER is the complete visual guide to the groundbreaking game, featuring every Outfit, glider, back bling, pet, harvesting tool, contrail, and emote from Seasons 1 to X, jam-packed into a single book. Arranged season by season and including rarity values, set information and fun facts throughout, this is essential reading for all Fortnite fans. Test your knowledge of seasons past and brush up on forgotten favorites in this full-color, fully illustrated book - the ONLY definitive directory of Fortnite!

Game of X v.2 - The Long Road to Xbox (Hardcover): Rusel DeMaria Game of X v.2 - The Long Road to Xbox (Hardcover)
Rusel DeMaria
R4,313 Discovery Miles 43 130 Ships in 12 - 17 working days

Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.

Photoshop 3D for Animators (Hardcover): Rafiq Elmansy Photoshop 3D for Animators (Hardcover)
Rafiq Elmansy
R5,499 Discovery Miles 54 990 Ships in 12 - 17 working days

Photoshop is not just for photographers anymore. Photoshop 3D for Animators is one of the only titles available that discusses 3D Photoshop techniques specifically for animators. Now with Adobe CS5, 3D Digital artists can integrate 3D models into Photoshop or create 3D models in Photoshop with the high capability to customize, edit and animate. With Photoshop 3D for Animators, explore the new 3D tools and techniques that will enhance your animation pipeline and workflows with the Adobe Suite softwares, including After Effects and Flash. Explore the ins and outs of Adobe Photoshop and expand your 3D expertise with the comprehensive guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools for your specific, animation workflow and integrate your 3D models with Adobe Flash and the entire Adobe Suite platform with ease. Learn to manipulate 3D images as well as import 3D content from the Adobe creative suite. With in-depth, step-by-step tutorials, explore lighting, digital painting, texturing and rendering for 2D and 3D the power of Adobe Photoshop software. Enhance your digital workflow and expand your expertise with this hands-on guide to Photoshop CS5. Includes downloadable resources with source files, working samples and models.

The Video Game Theory Reader (Hardcover): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Hardcover)
Mark J.P. Wolf, Bernard Perron
R4,015 Discovery Miles 40 150 Ships in 12 - 17 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

Surviving Game School... and the Game Industry After That (Hardcover): Michael Lynch, Adrian Earle Surviving Game School... and the Game Industry After That (Hardcover)
Michael Lynch, Adrian Earle
R4,305 Discovery Miles 43 050 Ships in 12 - 17 working days

Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program, from an experienced college professor What to expect while working in the games industry, from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry

Unity in Action (Paperback, 3rd edition): Joseph Hocking Unity in Action (Paperback, 3rd edition)
Joseph Hocking
R1,257 Discovery Miles 12 570 Ships in 12 - 17 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.

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