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

Introduction to Middleware - Web Services, Object Components, and Cloud Computing (Paperback): Letha Hughes Etzkorn Introduction to Middleware - Web Services, Object Components, and Cloud Computing (Paperback)
Letha Hughes Etzkorn
R1,651 Discovery Miles 16 510 Ships in 12 - 19 working days

"A stereotype of computer science textbooks is that they are dry, boring, and sometimes even intimidating. As a result, they turn students' interests off from the subject matter instead of enticing them into it. This textbook is the opposite of such a stereotype. The author presents the subject matter in a refreshing story-telling style and aims to bring the Internet-generation of students closer to her stories." --Yingcai Xiao, The University of Akron Introduction to Middleware: Web Services, Object Components, and Cloud Computing provides a comparison of different middleware technologies and the overarching middleware concepts they are based on. The various major paradigms of middleware are introduced and their pros and cons are discussed. This includes modern cloud interfaces, including the utility of Service Oriented Architectures. The text discusses pros and cons of RESTful vs. non-RESTful web services, and also compares these to older but still heavily used distributed object/component middleware. The text guides readers to select an appropriate middleware technology to use for any given task, and to learn new middleware technologies as they appear over time without being greatly overwhelmed by any new concept. The book begins with an introduction to different distributed computing paradigms, and a review of the different kinds of architectures, architectural styles/patterns, and properties that various researchers have used in the past to examine distributed applications and determine the quality of distributed applications. Then it includes appropriate background material in networking and the web, security, and encoding necessary to understand detailed discussion in this area. The major middleware paradigms are compared, and a comparison methodology is developed. Readers will learn how to select a paradigm and technology for a particular task, after reading this text. Detailed middleware technology review sections allow students or industry practitioners working to expand their knowledge to achieve practical skills based on real projects so as to become well-functional in that technology in industry. Major technologies examined include: RESTful web services (RESTful cloud interfaces such as OpenStack, AWS EC2 interface, CloudStack; AJAX, JAX-RS, ASP.NET MVC and ASP.NET Core), non-RESTful (SOAP and WSDL-based) web services (JAX-WS, Windows Communication Foundation), distributed objects/ components (Enterprise Java Beans, .NET Remoting, CORBA). The book presents two projects that can be used to illustrate the practical use of middleware, and provides implementations of these projects over different technologies. This versatile and class-tested textbook is suitable (depending on chapters selected) for undergraduate or first-year graduate courses on client server architectures, middleware, and cloud computing, web services, and web programming.

Computer Systems Architecture (Paperback): Aharon Yadin Computer Systems Architecture (Paperback)
Aharon Yadin
R1,531 Discovery Miles 15 310 Ships in 12 - 19 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.

Zombie Culture - Autopsies of the Living Dead (Paperback): Shawn McIntosh, Marc Leverette Zombie Culture - Autopsies of the Living Dead (Paperback)
Shawn McIntosh, Marc Leverette
R1,752 Discovery Miles 17 520 Ships in 12 - 19 working days

Why have zombies resonated so pervasively in the popular imagination and in media, especially films? Why have they proved to be one of the most versatile and popular monster types in the growing video game industry? What makes zombies such widespread symbols of horror and dread, and how have portrayals of zombies in movies changed and evolved to fit contemporary fears, anxieties, and social issues? Zombies have held a unique place in film and popular culture throughout most of the 20th century. Rare in that this enduring monster type originated in non-European folk culture rather than the Gothic tradition from which monsters like vampires and werewolves have emerged, zombies have in many ways superseded these Gothic monsters in popular entertainment and the public imagination and have increasingly been used in discussions ranging from the philosophy of mind to computer lingo to the business press. Zombie Culture brings together scholars from a variety of fields, including cinema studies, popular culture, and video game studies, who have examined the living dead through a variety of lenses. By looking at how portrayals of zombies have evolved from their folkloric roots and entered popular culture, readers will gain deeper insights into what zombies mean in terms of the public psyche, how they represent societal fears, and how their evolving portrayals continue to reflect underlying beliefs of The Other, contagion, and death.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,792 Discovery Miles 37 920 Ships in 12 - 19 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.

iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover): Thomas Lucka iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover)
Thomas Lucka
R5,510 Discovery Miles 55 100 Ships in 12 - 19 working days

The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

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
R1,862 Discovery Miles 18 620 Ships in 12 - 19 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.

The Essentials of CAGD (Paperback): Gerald Farin, Dianne Hansford The Essentials of CAGD (Paperback)
Gerald Farin, Dianne Hansford
R1,923 Discovery Miles 19 230 Ships in 12 - 19 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.

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
R4,557 Discovery Miles 45 570 Ships in 12 - 19 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.

The History of the Stealth Game - From Metal Gear to Splinter Cell and Everything in Between (Hardcover): Kirk Mckeand The History of the Stealth Game - From Metal Gear to Splinter Cell and Everything in Between (Hardcover)
Kirk Mckeand
R589 R525 Discovery Miles 5 250 Save R64 (11%) Ships in 9 - 17 working days

For many, video games are like magic. They hide in the dark and then appear from nowhere, fully formed. Based on over a dozen firsthand interviews that cover genre-defining games and the titles that inspired them Metal Gear Solid, Thief, Deus Ex, Dishonored, Assassin's Creed, Hitman, Splinter Cell, Prey, The Last of Us Part II, and more this book shines a flashlight into the shadowy corners of game development history, uncovering the untold stories behind these formative titles. These insider interviews cover development struggles, internal conflicts, changes in direction, and insight into the reasoning and challenges behind specific mechanics and development decisions. There's the story of how Thief was developed, in part, by an indie band. It covers Metal Gear Solid's localisation issues and the Americanisation of Hideo Kojima's seminal stealth series, along with a page from the original Metal Gear Solid design document. Elsewhere, one of IO Interactive's founders explains why Hitman's Agent 47 is inspired by Coca-Cola, the creator of Assassin's Creed tells us his vision for the future of the series, and there are plenty of surprises besides. Rather than looking back at the genre as a whole, it traces a line through and connects the dots via personal stories and anecdotes from the people who were there. Foreword written by Arkane's Harvey Smith.

Advanced Game Development with Programmable Graphics Hardware (Paperback): Alan Watt, Fabio Policarpo Advanced Game Development with Programmable Graphics Hardware (Paperback)
Alan Watt, Fabio Policarpo
R1,944 Discovery Miles 19 440 Ships in 12 - 19 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
R1,946 Discovery Miles 19 460 Ships in 12 - 19 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.

The Rhetoric of Videogames as Embodied Practice - Procedural Habits (Paperback): Steve Holmes The Rhetoric of Videogames as Embodied Practice - Procedural Habits (Paperback)
Steve Holmes
R1,439 Discovery Miles 14 390 Ships in 12 - 19 working days

The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Doom Guy - Life in First Person (Hardcover): John Romero Doom Guy - Life in First Person (Hardcover)
John Romero
R694 R542 Discovery Miles 5 420 Save R152 (22%) Ships in 9 - 17 working days

The inspiring, long-awaited autobiography of video game designer and DOOM cocreator John RomeroDOOM Guy: Life in First Person is the long-awaited autobiography of John Romero, gaming's original rock star and the cocreator of DOOM, Quake, and Wolfenstein-some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty. Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career-from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd. His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design, where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero's parents' mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story his youth-a story that has never before been revealed. After years in the gaming spotlight, Romero is now telling his story-THE WHOLE STORY-in his own words.

Artificial Intelligence for Computer Games (Hardcover, illustrated edition): John David Funge Artificial Intelligence for Computer Games (Hardcover, illustrated edition)
John David Funge
R2,128 Discovery Miles 21 280 Ships in 12 - 19 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.

Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021): Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021)
Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa
R3,544 Discovery Miles 35 440 Ships in 12 - 19 working days

This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

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
R5,488 Discovery Miles 54 880 Ships in 12 - 19 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
R5,187 Discovery Miles 51 870 Ships in 12 - 19 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.

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
R716 Discovery Miles 7 160 Ships in 12 - 19 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.

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
R3,498 Discovery Miles 34 980 Ships in 12 - 19 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".

The Video Game Theory Reader (Hardcover): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Hardcover)
Mark J.P. Wolf, Bernard Perron
R4,587 Discovery Miles 45 870 Ships in 12 - 19 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.

Designing Games (Paperback): Tynan Sylvester Designing Games (Paperback)
Tynan Sylvester
R1,222 R996 Discovery Miles 9 960 Save R226 (18%) Ships in 12 - 19 working days

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today's hit video games. You'll learn principles and practices for crafting games that generate emotionally charged experiences - a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other's heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game's market positioning will affect your design

Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R3,354 Discovery Miles 33 540 Ships in 12 - 19 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.

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
R340 Discovery Miles 3 400 Ships in 12 - 19 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.

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
R5,683 Discovery Miles 56 830 Ships in 12 - 19 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

Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,489 Discovery Miles 14 890 Ships in 9 - 17 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

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