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

Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Paperback): Chance Thomas Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Paperback)
Chance Thomas
R1,675 Discovery Miles 16 750 Ships in 9 - 15 working days

Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.

The Cinematic Art of World of Warcraft - Volume I (Hardcover): Greg Solano The Cinematic Art of World of Warcraft - Volume I (Hardcover)
Greg Solano; Contributions by Matt Burns
R1,309 R1,072 Discovery Miles 10 720 Save R237 (18%) Ships in 10 - 15 working days

The drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game's story has been bolstered through the Blizzard Entertainment's incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game's stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion. The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.

Real-Time Rendering, Fourth Edition (Hardcover, 4th edition): Eric Haines, Naty Hoffman, Tomas Akenine-Moller Real-Time Rendering, Fourth Edition (Hardcover, 4th edition)
Eric Haines, Naty Hoffman, Tomas Akenine-Moller
R2,694 Discovery Miles 26 940 Ships in 9 - 15 working days

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Game of X v.1 - Xbox (Hardcover): Rusel DeMaria Game of X v.1 - Xbox (Hardcover)
Rusel DeMaria
R4,298 Discovery Miles 42 980 Ships in 12 - 17 working days

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming... Holistic Game Development with Unity - An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming (Paperback, 3rd edition)
Penny de Byl
R1,607 Discovery Miles 16 070 Ships in 12 - 17 working days

Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl's Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl's third edition for Unity game development. Key features: Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.

The Legendary World of Zelda (Paperback): Kyle Hilliard The Legendary World of Zelda (Paperback)
Kyle Hilliard
R288 R245 Discovery Miles 2 450 Save R43 (15%) Ships in 10 - 15 working days
How to Play Video Games (Paperback): Matthew Thomas Payne, Nina B. Huntemann How to Play Video Games (Paperback)
Matthew Thomas Payne, Nina B. Huntemann
R785 Discovery Miles 7 850 Ships in 12 - 17 working days

Forty original contributions on games and gaming culture What does Pokemon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question-what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today's leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

GPU Pro 360 Guide to Rendering - Guide to Rendering (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Rendering - Guide to Rendering (Hardcover)
Wolfgang Engel
R4,338 Discovery Miles 43 380 Ships in 12 - 17 working days

Wolfgang Engel's GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Paperback): Simon Goodwin Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality (Paperback)
Simon Goodwin
R1,980 Discovery Miles 19 800 Ships in 12 - 17 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.

Pathfinder Adventure Path: Shadows of the Ancients (Strength of Thousands 6 of 6) (P2) (Paperback): Saif Ansari Pathfinder Adventure Path: Shadows of the Ancients (Strength of Thousands 6 of 6) (P2) (Paperback)
Saif Ansari
R620 R500 Discovery Miles 5 000 Save R120 (19%) In Stock

Save the Magaambya! The heroes return to the Magaambya magic academy to find the villain they’d vanquished on a distant planet had set another scheme in motion long ago. Students and teachers have been twisted by evil magic, and the heroes must engage in legendary tests to gain the means to free them. While a monstrous foe thrashes through the Magaambya, it’s up to the heroes to save the school from utter destruction! “Shadows of the Ancients” is a Pathfinder adventure for four 18th-level characters by Saif Ansari. This adventure concludes the Strength of Thousands Adventure Path, a six-part, monthly campaign in which the heroes rise from humble students to influential teachers, and ultimately decide the fate of the Magaambya. This adventure provides guidance to tell stories that are like fables or set in truly unusual adventure locations, and concludes with a look at powerful monsters, magic, and abilities that only the mightiest Magaambyan heroes can claim! Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

Unity fur Dummies (German, Paperback): J Janiszewski Unity fur Dummies (German, Paperback)
J Janiszewski
R745 R705 Discovery Miles 7 050 Save R40 (5%) Ships in 12 - 17 working days

Mit Unity kAnnen Sie Computerspiele entwickeln wie die Profis! Egal, ob Sie lieber Ihr Raumschiff an gefAhrlichen Asteroiden vorbeimanAvrieren oder hA1/4pfende Melonen einsammeln, Ihrer KreativitAt sind keine Grenzen gesetzt. In diesem Buch erfahren Sie, wie Sie ein Spiel aufbauen und gestalten, welche coolen Effekte Sie ganz ohne Programmiersprachenkenntnisse nutzen kAnnen und wo es Grafiken, Musik und Sounds gibt. Sie erhalten einen ersten A berblick A1/4ber die Spieleprogrammierung mit Unity und sind anschlieA end in der Lage, mit einem eigenen Spiele-Projekt durchzustarten.

Marvel Contest of Champions: The Art of the Battlerealm (Hardcover): Paul Davies Marvel Contest of Champions: The Art of the Battlerealm (Hardcover)
Paul Davies 1
R989 R807 Discovery Miles 8 070 Save R182 (18%) Ships in 9 - 15 working days

Over the years, Marvel Contest of Champions has become more epic, the heroes more powerful and the enemies more cunning – but the game has retained its core: the greatest battles in Marvel history! You have been summoned to the Battlerealm for the greatest Super Hero showdowns! Who will conquer the Contest?

Marvel Contest of Champions: The Art of the Battlerealm is the ultimate visual companion for a true collector. Capturing the intensity of Kabam’s extraordinary game, this book features amazing concept art, sketches and storyboards. Discover more about Marvel’s vast Battlerealm – the cosmic arena for the Contest of Champions – and your favourite Super Heroes and Villains, with exclusive commentary from the creators and fascinating insights into the creative process. This incredible collection of art will take you on an exciting journey through the dangerous and mysterious world of Marvel Contest of Champions.

Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Hardcover): George S. McClellan,... Esports in Higher Education - Fostering Successful Student-Athletes and Successful Programs (Hardcover)
George S. McClellan, Ryan S. Arnett, Charles M. Hueber
R4,129 Discovery Miles 41 290 Ships in 12 - 17 working days

This comprehensive resource examines the rapidly-growing esports phenomenon in higher education, bringing the perspectives of players, administrators, and scholars together in one volume to discuss the basics of esports, how to start and maintain successful esports programs, and issues and trends in the field. Esports are a global phenomenon with an estimated audience of 400 million people in 2018. Given their already strong base and rising popularity on college campuses, esports have been referred to as the new college football. This book offers practical insights into how to develop and maintain an esports program that is consistent with institutional purposes and values. The book is helpful to all types of institutions (small to large, public and private, 2-year or 4-year). It draws on current scholarship and the professional experience of the authors, focused heavily on practical advice for higher education professionals. Among the challenges of esports in higher education the book addresses are competition structure, competition climate, child protection, cheating, gambling, lack of reliable relevant data to inform decisions, and the advent of an esports arms race. Some of the opportunities described in the book include student recruitment and success networks with high schools, and partnerships with the esports industry. Done correctly, esports can provide a structured way for all students (on campus, off campus, and online) to engage in both curricular and cocurricular programming that can provide measurable learning outcomes and have a positive impact on retention rates.

3D Game Animation For Dummies (Paperback): KL Murdock 3D Game Animation For Dummies (Paperback)
KL Murdock
R519 R377 Discovery Miles 3 770 Save R142 (27%) Ships in 9 - 15 working days

Gain the skills that will get you into game design

Bring fantasy creatures and settings to life, and launch a lucrative career

There's gold in them thar games, and here's your mining kit! Find out how to design, model, and animate characters, give your settings detail and dimension, create a storyboard, add dialogue, produce special effects, plan a game, and more. You'll even get an overview of essential software, and tips for landing a job in the game industry.

Discover how to Create realistic motion Develop a game concept Model a complete character from scratch Add a skeleton rig to your character Find out how to use particles and dynamics Sync facial movements with soundtracks

The Ultimate Reference Guide To Chrono Trigger (Paperback): Blacknes Guy The Ultimate Reference Guide To Chrono Trigger (Paperback)
Blacknes Guy
R788 R649 Discovery Miles 6 490 Save R139 (18%) Ships in 10 - 15 working days
The Elder Scrolls Online: Tales of Tamriel, Book I: The Land (Hardcover): Bethesda Softworks The Elder Scrolls Online: Tales of Tamriel, Book I: The Land (Hardcover)
Bethesda Softworks 1
R951 R769 Discovery Miles 7 690 Save R182 (19%) Ships in 9 - 15 working days

For the first time in print, step into the fantasy world of The Elder Scrolls Online. Tales of Tamriel - Vol. I: The Land takes readers on an adventure throughout the war-torn landscapes and battlefields of Tamriel, featuring a horde of in-game texts and exclusive artwork. Lavishly bound and produced, this series of books is the definitive guide to lore from the Elder Scrolls Online.

NES Omnibus: The Nintendo Entertainment System and Its Games, Volume 2 (M-Z) (Hardcover): Brett Weiss NES Omnibus: The Nintendo Entertainment System and Its Games, Volume 2 (M-Z) (Hardcover)
Brett Weiss
R1,214 Discovery Miles 12 140 Ships in 12 - 17 working days

Volume 2 of the NES Omnibus is a fun and informative look at ALL the original Nintendo Entertainment System games released in the US starting with the letters M-Z. More than 360 games are featured, including such iconic titles as Metroid, Super Mario Bros., and Tetris, as well as such hidden gems and cult classics as Mighty Final Fight, Trog!, and River City Ransom. In addition to thorough gameplay descriptions, the book includes box art, screenshots, reviews, fun facts, historical data, memories from the author, vintage magazine ads and quotes, and, best of all, nostalgic stories about many of the games from programmers, authors, YouTube celebs, filmmakers, and other industry insiders. Contributing authors include "8-Bit" Eric, Chris "The Irate Gamer" Bores, and John "Gamester81" Lester, among many other noteworthy gamers. Each game gets at least one full page of coverage in this gorgeous hardcover coffee-table book.

The Video Game Theory Reader (Paperback): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Paperback)
Mark J.P. Wolf, Bernard Perron
R1,551 Discovery Miles 15 510 Ships in 9 - 15 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.

Postmortems from Game Developer - Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other... Postmortems from Game Developer - Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games (Paperback)
Austin Grossman
R1,158 Discovery Miles 11 580 Ships in 12 - 17 working days

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.

Life is Strange - Welcome to Blackwell Academy (Hardcover): Matt Forbeck Life is Strange - Welcome to Blackwell Academy (Hardcover)
Matt Forbeck 1
R958 R776 Discovery Miles 7 760 Save R182 (19%) Ships in 9 - 15 working days

Welcome to Blackwell Academy is an in-universe book from the Life is Strange video game franchise from Dontnod Entertainment and Square Enix. This detailed book takes the form of a student guide to Blackwell Academy and the town of Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Welcome to Blackwell Academy includes information on the staff and facilities of Blackwell Academy, the people and locations of Arcadia Bay, overlaid with funny, irreverent and poignant comments from the students.

Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Hardcover): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Hardcover)
Chris Solarski
R4,591 Discovery Miles 45 910 Ships in 12 - 17 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

We the Gamers - How Games Teach Ethics and Civics (Paperback): Karen Schrier We the Gamers - How Games Teach Ethics and Civics (Paperback)
Karen Schrier
R985 Discovery Miles 9 850 Ships in 9 - 15 working days

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Test Drive Blender - A Starter Manual for New Users (Paperback): John M. Blain Test Drive Blender - A Starter Manual for New Users (Paperback)
John M. Blain
R1,505 Discovery Miles 15 050 Ships in 12 - 17 working days

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.

Minor Platforms in Videogame History (Hardcover, 0): Benjamin Nicoll Minor Platforms in Videogame History (Hardcover, 0)
Benjamin Nicoll
R3,518 Discovery Miles 35 180 Ships in 12 - 17 working days

Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.

Mazes for Programmers (Paperback): Jamis Buck Mazes for Programmers (Paperback)
Jamis Buck
R1,070 R689 Discovery Miles 6 890 Save R381 (36%) Ships in 12 - 17 working days

Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics

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