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

Computer Systems Architecture (Paperback): Aharon Yadin Computer Systems Architecture (Paperback)
Aharon Yadin
R1,334 Discovery Miles 13 340 Ships in 12 - 17 working days

Computer Systems Architecture provides IT professionals and students with the necessary understanding of computer hardware. It addresses the ongoing issues related to computer hardware and discusses the solutions supplied by the industry. The book describes trends in computing solutions that led to the current available infrastructures, tracing the initial need for computers to recent concepts such as the Internet of Things. It covers computers' data representation, explains how computer architecture and its underlying meaning changed over the years, and examines the implementations and performance enhancements of the central processing unit (CPU). It then discusses the organization, hierarchy, and performance considerations of computer memory as applied by the operating system and illustrates how cache memory significantly improves performance. The author proceeds to explore the bus system, algorithms for ensuring data integrity, input and output (I/O) components, methods for performing I/O, various aspects relevant to software engineering, and nonvolatile storage devices, such as hard drives and technologies for enhancing performance and reliability. He also describes virtualization and cloud computing and the emergence of software-based systems' architectures. Accessible to software engineers and developers as well as students in IT disciplines, this book enhances readers' understanding of the hardware infrastructure used in software engineering projects. It enables readers to better optimize system usage by focusing on the principles used in hardware systems design and the methods for enhancing performance.

Computer Games and Software Engineering (Paperback): Kendra M L Cooper, Walt Scacchi Computer Games and Software Engineering (Paperback)
Kendra M L Cooper, Walt Scacchi
R1,298 Discovery Miles 12 980 Ships in 12 - 17 working days

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.

100 Greatest Console Video Games: 1988-1998 (Hardcover): Brett Weiss 100 Greatest Console Video Games: 1988-1998 (Hardcover)
Brett Weiss
R843 Discovery Miles 8 430 Ships in 12 - 17 working days

The best of the best in gaming from a single decade: 19881998! As most gamers know, this ten-year period is incredibly crucial. It was during this time that the NES reached its zenith with such titles as Contra and Super Mario Bros. 3, the Sega Genesis blew everyone away with Sonic the Hedgehog, the Super Nintendo released to critical acclaim, the Sony PlayStation took video games to the next level, and the Nintendo 64 broke new ground with 3-D Mario and Zelda. Amazing! This book covers the era in great detail, with each game getting an in-depth essay that includes history, development info, nostalgic stories, and much more. The author wrote more than a dozen of the essays, with other writers and industry notables contributing essays on their favorite games as well. Finally, the follow-up to The 100 Greatest Console Video Games: 19771987 is here!

Super Famicom: The Box Art Collection (Hardcover): Bitmap Books Super Famicom: The Box Art Collection (Hardcover)
Bitmap Books
R1,086 Discovery Miles 10 860 Ships in 9 - 15 working days
Destiny: The Official Cookbook (Hardcover): Victoria Rosenthal Destiny: The Official Cookbook (Hardcover)
Victoria Rosenthal
R979 R834 Discovery Miles 8 340 Save R145 (15%) Ships in 10 - 15 working days
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
R1,120 Discovery Miles 11 200 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.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,317 Discovery Miles 33 170 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.

Shareware Heroes - The renegades who redefined gaming at the dawn of the internet (Paperback): Richard Moss Shareware Heroes - The renegades who redefined gaming at the dawn of the internet (Paperback)
Richard Moss
R286 Discovery Miles 2 860 Ships in 12 - 17 working days

Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game historyShareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players - the likes of id Software, Apogee, and Epic MegaGames - through to the significance of shareware for the 'forgotten' systems - the Mac, Atari ST, Amiga - when commercial game publishers turned away from them.This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.

Game - Animals, Video Games, and Humanity (Hardcover): Tom Tyler Game - Animals, Video Games, and Humanity (Hardcover)
Tom Tyler
R2,274 R2,054 Discovery Miles 20 540 Save R220 (10%) Ships in 12 - 17 working days

A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they've been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children's television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.

The Essentials of CAGD (Paperback): Gerald Farin, Dianne Hansford The Essentials of CAGD (Paperback)
Gerald Farin, Dianne Hansford
R1,692 Discovery Miles 16 920 Ships in 12 - 17 working days

Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.

Advanced Game Development with Programmable Graphics Hardware (Paperback): Alan Watt, Fabio Policarpo Advanced Game Development with Programmable Graphics Hardware (Paperback)
Alan Watt, Fabio Policarpo
R1,712 Discovery Miles 17 120 Ships in 12 - 17 working days

This book addresses the new possibilities that are becoming available in games technology through the development of programmable hardware. It is helpful for students of game technology and established game programmers and developers who want to update their expertise to the new technology.

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
R1,714 Discovery Miles 17 140 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.

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
R3,877 Discovery Miles 38 770 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.

Marvel's Avengers: Black Panther: War for Wakanda - The Art of the Expansion: Art of the Hidden Kingdom (Hardcover):... Marvel's Avengers: Black Panther: War for Wakanda - The Art of the Expansion: Art of the Hidden Kingdom (Hardcover)
Matthew Pellett
R514 Discovery Miles 5 140 Ships in 12 - 17 working days

The official art book for the Marvel's Avengers expansion Black Panther: War for Wakanda Blindsided by a betrayal and the resulting tragedy, King T'Challa, the Black Panther, devoted protector and current ruler of Wakanda finds it difficult to entrust his duty to anyone else, even his sister Shuri, while also confronting those who wish to do Wakanda harm. When arch-villain Klaw's forces threaten Wakanda's safety, T'Challa must take the fight right to them to defend everything and everyone he holds dear. Players experience the game's story and additional missions in the ongoing Avengers Initiative in the lush jungles of Wakanda, an entirely new environment and sole location of the world's Vibranium. They also get to explore the Royal Palace that overlooks Birnin Zana, known as "The Golden City," in a new Outpost that contains Shuri's laboratory, Zawavari's chambers, and the Wakandan War Room. Unmask the artistry behind the expansion in this showpiece hardback book containing exclusive concept sketches, character art, storyboards, and fully rendered scenes alongside fascinating insights into the creative process from the talented creators of the expansion.

Mobile Robots - Inspiration to Implementation, Second Edition (Paperback, 2nd edition): Joseph L Jones, Bruce A. Seiger, Anita... Mobile Robots - Inspiration to Implementation, Second Edition (Paperback, 2nd edition)
Joseph L Jones, Bruce A. Seiger, Anita M. Flynn
R1,636 Discovery Miles 16 360 Ships in 12 - 17 working days

Revised and updated, the second edition includes several new chapters with projects and applications. The authors keep pace with the ever-growing and rapidly expanding field of robotics. The new edition reflects technological developments and includes programs and activities for robot enthusiasts. Using photographs, illustrations, and informative text, Mobile Robots guides the reader through the step-by-step process of constructing two different and inexpensive yet fully functional robots.

Destiny: The Exotic Collection, Volume One (Hardcover): Titan Books Destiny: The Exotic Collection, Volume One (Hardcover)
Titan Books
R750 R611 Discovery Miles 6 110 Save R139 (19%) Ships in 12 - 17 working days

Discover every weapon from the world of Destiny in this comprehensive visual guide, loaded with stunning artwork! From the Thorn and Hawkmoon hand cannon, to the Outbreak Perfected rifle, the Destiny video games feature an incredible arsenal of weaponry. Now, fans of the hit series can experience these weapons like never before, with this definitive guide to the weapons of Destiny. Featuring photorealistic art from both the original game and Destiny 2, this book will be the ultimate word on the weapons of Destiny.

GameCube Classic Edition (Hardcover, 14th edition): Mathieu Manent GameCube Classic Edition (Hardcover, 14th edition)
Mathieu Manent
R1,238 Discovery Miles 12 380 Ships in 9 - 15 working days

Initially announced as 'Project Dolphin', the GameCube would represent Nintendo's transition to the world of digital media. The GameCube Anthology is a unique and original book celebrating the machine's memory, and was written by the same author who brought you the Nintendo 64 Anthology. The year was 1999. As the new century and millennium dawned, so did a new era of gaming. The graphic quality of console productions was nearing that of the pre-rendered 3D that had astonished us a few years earlier on the PlayStation especially. In the space of a few years, our hopes became reality. Brought to life by the new, so-called '128-bit generation' of consoles. Nintendo would have to play the pioneers if they hoped to compete. Up against their old enemy (Sega), a new and successful console (PlayStation), and the powerful newcomer from the PC industry (Microsoft), the Kyoto-based company geared up for a new console war. From the Cube's origins to the end of its life cycle, the GameCube Anthology covers it all in this new and richly illustrated account. CONTENTS: GameCube History Complete Software Library (647 games) Hardware Collectible Games and Objects Collector's Special (1272 versions of the GameCube releases

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
R1,040 Discovery Miles 10 400 Ships in 12 - 17 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.

Buttonless - Incredible iPhone and iPad Games and the Stories Behind Them (Hardcover): Ryan Rigney Buttonless - Incredible iPhone and iPad Games and the Stories Behind Them (Hardcover)
Ryan Rigney
R4,869 Discovery Miles 48 690 Ships in 12 - 17 working days

This book presents some of the most interesting iPhone and iPad games, along with stories of the people behind these games. It describes hundreds of titles, including well-known games and hidden games, and provides insight into the development of games for the iOS platform.

250 Indie Games You Must Play (Hardcover): Mike Rose 250 Indie Games You Must Play (Hardcover)
Mike Rose
R4,997 R4,595 Discovery Miles 45 950 Save R402 (8%) 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.

Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R3,338 R3,058 Discovery Miles 30 580 Save R280 (8%) 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.

Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016): Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg,... Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg, Josef Wiemeyer
R3,215 Discovery Miles 32 150 Ships in 12 - 17 working days

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".

World of Warcraft: New Flavors of Azeroth - The Official Cookbook (Hardcover): Chelsea Monroe-Cassel World of Warcraft: New Flavors of Azeroth - The Official Cookbook (Hardcover)
Chelsea Monroe-Cassel
R976 R831 Discovery Miles 8 310 Save R145 (15%) Ships in 10 - 15 working days
Artificial Intelligence for Computer Games (Hardcover, illustrated edition): John David Funge Artificial Intelligence for Computer Games (Hardcover, illustrated edition)
John David Funge
R1,851 Discovery Miles 18 510 Ships in 12 - 17 working days

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, and then continue in the game play to think about the effects of possible actions, and finally learn from their experience. Funge considers the system architecture and explains how to implement potential behaviors (both reactive and deliberate) for intelligent and responsive NPCs allowing for games that are more fun and engaging. Emphasizing enduring design principles, Funge covers the basics of Game AI and provides a clear, easy to read introduction that beginning programmers and game designers will enjoy.

C# Game Programming Cookbook for Unity 3D (Paperback, 2nd edition): Jeff  W. Murray C# Game Programming Cookbook for Unity 3D (Paperback, 2nd edition)
Jeff W. Murray
R1,651 Discovery Miles 16 510 Ships in 12 - 17 working days

This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.

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