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

Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Hardcover): Simon Goodwin Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Hardcover)
Simon Goodwin
R5,353 Discovery Miles 53 530 Ships in 10 - 15 working days

Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

The Art of Overwatch, Volume 2 (Hardcover): Matt Burns The Art of Overwatch, Volume 2 (Hardcover)
Matt Burns
R1,324 R1,152 Discovery Miles 11 520 Save R172 (13%) Ships in 18 - 22 working days
Careers in Interactive Media (Paperback): Janet Harvey Careers in Interactive Media (Paperback)
Janet Harvey
R491 Discovery Miles 4 910 Ships in 18 - 22 working days
Assessing the Quality of Experience of Cloud Gaming Services (Hardcover, 1st ed. 2023): Steven Schmidt Assessing the Quality of Experience of Cloud Gaming Services (Hardcover, 1st ed. 2023)
Steven Schmidt
R2,667 Discovery Miles 26 670 Ships in 18 - 22 working days

This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.

Flash 3D - Animation, Interactivity, and Games (Paperback): Jim Ver Hague, Chris Jackson Flash 3D - Animation, Interactivity, and Games (Paperback)
Jim Ver Hague, Chris Jackson
R1,465 Discovery Miles 14 650 Ships in 18 - 22 working days

Push your creative ideas to the next level in content delivery. Use real and simulated 3D space in your Flash games and interactive systems. 3D possibilities offer an untapped creative approach to thinking and designing with Flash. Tap into this medium by: * Creating reusable templates to reduce costs and cycle time for project development. * Experimenting with author-provided interactive examples that demonstrate a broad range of Flash applications from website to DVD/CD-ROM delivery. * Practicing the real-world project techniques presented by the authors in full color. * Expanding your horizons with experimental projects. Jim Ver Hague is a professor of Computer Graphics Design at the Rochester Institute of Technology. He has more than 30 years' experience in the field of computer graphics and has lectured, consulted, and conducted workshops internationally in the fields of multimedia, electronic publishing, computer-aided information design, and computer art and sculpture. Chris Jackson is a computer graphics designer and Associate Professor at Rochester Institute of Technology. Chris has an extensive background in graphic design, printing and interactive multimedia. His professional work has received over 25 distinguished national and international awards for online communication. User Level: Intermediate

Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover): Anthony M. Bean Working with Video Gamers and Games in Therapy - A Clinician's Guide (Hardcover)
Anthony M. Bean
R3,923 Discovery Miles 39 230 Ships in 10 - 15 working days

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Assassin's Creed - Escape Room Puzzle Book - Explore Assassin's Creed in an escape-room adventure (Paperback): James... Assassin's Creed - Escape Room Puzzle Book - Explore Assassin's Creed in an escape-room adventure (Paperback)
James Hamer Morton, UbiSoft
R439 R402 Discovery Miles 4 020 Save R37 (8%) Ships in 9 - 17 working days

The Assassin's Creed Escape Room Puzzle Book is an exciting journey through history in which you must solve a series of puzzles and mysteries to save humanity. You are Joey, a museum worker who comes across a mysterious blade that sets in motion a chain of events that completely upends your life. Drawn into the world of the Assassins, you must tour through time and space - from 5th century BCE Greece to the catacombs of medieval Venice - in order to foil a malevolent Isu plot. Featuring characters and locations familiar to fans of the Assassin's Creed franchise and written by an experienced real-life escape-room creator, this immersive escape-room experience is both visually exciting and a difficult puzzle quest. Can you solve the conundrums and reveal the Isu plan in time to save the world?

Game Devs & Others - Tales from the Margins (Hardcover): Tanya DePass Game Devs & Others - Tales from the Margins (Hardcover)
Tanya DePass
R4,011 Discovery Miles 40 110 Ships in 18 - 22 working days

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed "majority". Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

What UX is Really About - Introducing a Mindset for Great Experiences (Paperback, 3rd Edition): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Paperback, 3rd Edition)
Celia Hodent
R453 Discovery Miles 4 530 Ships with 15 working days

"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand."

Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving people’s lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX.

KEY FEATURES:

• The most approachable and concise introduction book about UX.

• Easy to read and aims to popularize the UX mindset while debunking its main misconceptions.

• Small format size makes it easy to carry around.

• Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style.

• Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.

• Includes a glossary.

Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning ("gamification"), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.

Table of Contents

Chapter 1 What Is UX?

Chapter 2 What UX Is Not

Chapter 3 The Science behind UX

Chapter 4 The Process and Methodologies of UX

Chapter 5 Ethics and the UX Mindset

Chapter 6 Conclusion

From Tahrir Square to Ferguson - Social Networks as Facilitators of Social Movements (Paperback, New edition): Juliet Dee From Tahrir Square to Ferguson - Social Networks as Facilitators of Social Movements (Paperback, New edition)
Juliet Dee
R1,591 Discovery Miles 15 910 Ships in 10 - 15 working days

The last several years have seen mass uprisings and dynamic social movements across the globe, from the onset of the Arab Spring in 2011, to the Black Lives Matter movement following Michael Brown's death in Ferguson, Missouri in 2014. There is no doubt that social media platforms such as Facebook and Twitter accelerated and facilitated these uprisings, providing a way for people to organize and express themselves despite government repression. From Tahrir Square to Ferguson: Social Networks as Facilitators of Social Movements attempts to answer the question of whether these movements could have succeeded before the advent of the Internet age. From political protest to regime change, social movements have become increasingly digital. Taking on the current political climate from an international perspective, From Tahrir Square to Ferguson: Social Networks as Facilitators of Social Movements attempts to address the issues of a growing social media audience facing a wide variety of social and political issues.

Photoshop 3D for Animators (Hardcover): Rafiq Elmansy Photoshop 3D for Animators (Hardcover)
Rafiq Elmansy
R5,058 R4,152 Discovery Miles 41 520 Save R906 (18%) Ships in 18 - 22 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.

TommyInnit Says...The Quote Book - THE SUNDAY TIMES BESTSELLER (Hardcover): Tom Simons, Will Gold TommyInnit Says...The Quote Book - THE SUNDAY TIMES BESTSELLER (Hardcover)
Tom Simons, Will Gold
R406 R380 Discovery Miles 3 800 Save R26 (6%) Ships in 10 - 15 working days

A laugh-out-loud 'best of' selection of TommyInnit's most weird and wonderful quotes - plus much more - carefully selected to BLOW YOUR MIND by him and best friend Wilbur Soot. 'Nah, I think I'd be a pretty bad shark' 'What if God was just legs?' 'We're really just chilling, fellas' Born sometime in the early 2000s, TommyInnit's first job was a YouTuber. No, really, we're not joking, the very first job he had was a YouTuber. For the last three years, he's been mouthing off on the internet to anyone who will listen. So far, that's over 40 million followers. Will there ever be an end to TommyInnit's rampant flurry of success? Probably. And Wilbur Soot has been right by his side. Wilbur first started his career as a young man staring at the wall until he also became a YouTuber. He also discovered a little activity some may call 'singing'. In The Quote Book, TommyInnit covers a wealth of topics from cars-that-grow-teeth to slime people, and from things that be crazy to octopi. Curated and edited by Wilbur Soot, TommyInnit is about to change your life one word at a time. Unless, dear reader, you read two words at a time, like he does. Featuring: A day in the life Inside TommyInnit's brain What TommyInnit would do if he was God Life advice from Wilbur Love poetry and history lessons, TommyInnit style Wilbur's attempts to reason with TommyInnit

Responding to Call of Duty - Critical Essays on the Game Franchise (Paperback): Nate Garrelts Responding to Call of Duty - Critical Essays on the Game Franchise (Paperback)
Nate Garrelts
R621 Discovery Miles 6 210 Ships in 18 - 22 working days

Call of Duty is the most culturally significant video game franchise of the 21st century. Since the first game was released for PC in 2003, the franchise has sold over 250 million copies and been complemented by merchandise ranging from toys and comic books to a special edition Jeep Wrangler. The top players can even compete for millions in prize money in tournaments sanctioned by the Call of Duty World League.While the gaming community has reported on and debated over each development, there has not been much formal scholarship on Call of Duty games. This collection fills that void by examining the ideologically charged campaign mode of major franchise releases, with a special focus on militarism, realism, and gender. After reading this book, you will never just play Call of Duty again.

Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New): Jon Cogburn, Mark Silcox Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New)
Jon Cogburn, Mark Silcox
R708 R647 Discovery Miles 6 470 Save R61 (9%) Ships in 10 - 15 working days

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is "the most exciting event in popular culture since the invention of the motion picture." Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it's okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Methods for Studying Video Games and Religion (Hardcover): Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler Methods for Studying Video Games and Religion (Hardcover)
Vit Sisler, Kerstin Radde-Antweiler, Xenia Zeiler
R4,489 Discovery Miles 44 890 Ships in 10 - 15 working days

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Hearthstone: Innkeeper's Tavern Cookbook (Hardcover): Chelsea Monroe-Cassel Hearthstone: Innkeeper's Tavern Cookbook (Hardcover)
Chelsea Monroe-Cassel 1
R498 R375 Discovery Miles 3 750 Save R123 (25%) Ships in 10 - 15 working days

A compendium of sweet and savoury recipes inspired by Blizzard's hit online card game, Hearthstone: Heroes of Warcraft. Featuring a dynamic in-world design, this fun and engaging cookbook is an exciting follow-up to World of Warcraft: The Official Cookbook. Including food pairings for each dish and tips on adapting meals to specific diets, this portable little cookbook is the perfect culinary guide for weary travellers from Azeroth and beyond.

Essential Skills in Character Rigging (Hardcover): Nicholas B. Zeman Essential Skills in Character Rigging (Hardcover)
Nicholas B. Zeman
R5,204 Discovery Miles 52 040 Ships in 10 - 15 working days

Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton, consisting of hierarchical rotations to drive the motions, and a skin, or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner's guide to learning and understanding the essential aspects of character setup, evaluation, skeletal construction, and deformation. Borrowing from the author's extensive experience in the field, it presents the primary theories, constructs, and objectives for constructing a basic rig from the ground up, just as it would be done in a professional studio. The book explains the basic elements of hierarchies, skeletons, kinematics, deformation, skinning, and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems, and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic, conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging, and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute.

Digital Love - Romance and Sexuality in Games (Hardcover): Heidi McDonald Digital Love - Romance and Sexuality in Games (Hardcover)
Heidi McDonald
R4,645 Discovery Miles 46 450 Ships in 10 - 15 working days

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design

Game Programming for Artists (Hardcover): Jarryd Huntley, Hanna Brady Game Programming for Artists (Hardcover)
Jarryd Huntley, Hanna Brady
R4,016 Discovery Miles 40 160 Ships in 18 - 22 working days

Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!

HTML5 Game Development from the Ground Up with Construct 2 (Hardcover): Roberto Dillon HTML5 Game Development from the Ground Up with Construct 2 (Hardcover)
Roberto Dillon
R5,209 Discovery Miles 52 090 Ships in 10 - 15 working days

Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author's own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author's website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

Game Programming for Artists (Paperback): Jarryd Huntley, Hanna Brady Game Programming for Artists (Paperback)
Jarryd Huntley, Hanna Brady
R1,512 Discovery Miles 15 120 Ships in 10 - 15 working days

Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!

Sport and Play in a Digital World (Hardcover): Ivo Van Hilvoorde Sport and Play in a Digital World (Hardcover)
Ivo Van Hilvoorde
R4,624 Discovery Miles 46 240 Ships in 10 - 15 working days

Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically. Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy.

Design and Implementation of 3D Graphics Systems (Hardcover): Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa Design and Implementation of 3D Graphics Systems (Hardcover)
Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa
R5,220 Discovery Miles 52 200 Ships in 10 - 15 working days

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Encyclopedia of Weird War Stories - Supernatural and Science Fiction Elements in Novels, Pulps, Comics, Film, Television, Games... Encyclopedia of Weird War Stories - Supernatural and Science Fiction Elements in Novels, Pulps, Comics, Film, Television, Games and Other Media (Paperback)
Paul Green
R1,208 R872 Discovery Miles 8 720 Save R336 (28%) Ships in 10 - 15 working days

Fictional war narratives often employ haunted battlefields, super-soldiers, time travel, the undead and other imaginative elements of science fiction and fantasy. This encyclopedia catalogs appearances of the strange and the supernatural found in the war stories of film, television, novels, short stories, pulp fiction, comic books and video and role-playing games. Categories explore themes of mythology, science fiction, alternative history, superheroes and ""Weird War.

The Art of Fluid Animation (Hardcover): Jos Stam The Art of Fluid Animation (Hardcover)
Jos Stam
R5,493 Discovery Miles 54 930 Ships in 10 - 15 working days

Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.

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