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

The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Hardcover): Odile Limpach The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Hardcover)
Odile Limpach
R3,823 Discovery Miles 38 230 Ships in 18 - 22 working days

Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Koeln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360 Degrees and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Exterieur) for the French Ministry for International Business Development.

Game Physics Engine Development - How to Build a Robust Commercial-Grade Physics Engine for your Game (Paperback, 2nd edition):... Game Physics Engine Development - How to Build a Robust Commercial-Grade Physics Engine for your Game (Paperback, 2nd edition)
Ian Millington
R1,847 Discovery Miles 18 470 Ships in 10 - 15 working days

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.

Video Game Level Design - How to Create Video Games with Emotion, Interaction, and Engagement (Paperback): Michael Salmond Video Game Level Design - How to Create Video Games with Emotion, Interaction, and Engagement (Paperback)
Michael Salmond
R952 Discovery Miles 9 520 Ships in 9 - 17 working days

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

No Avatars Allowed - Theological Reflections on Video Games (Paperback): Joshua Wise No Avatars Allowed - Theological Reflections on Video Games (Paperback)
Joshua Wise
R480 Discovery Miles 4 800 Ships in 10 - 15 working days

How can video games challenge us to think more deeply about our reality, faith, and community? Since the advent of video games in the 1960s, they have become the common experience of everyone from Gen-X to the Millennial and post-Millennial generations. While many of today's clergy, parishioners, and theologians grew up gaming, the church's stance regarding video games is one of, at best, bemusement. This book takes seriously the idea that video games can challenge us to think more deeply about our reality, divinity, faith, and each other. It draws readers into a small, but growing, conversation about models of incarnation and what it means to distinguish between the virtual and the real. This book will introduce readers to concepts and questions from the perspective of a Christian systematic theologian who has been playing games since he was four years old, and who has been writing, speaking, and podcasting about this topic since 2010. It is an invitation into a relatively new conversation about divinity, humanity, and technology.

Pathfinder Player Companion: Haunted Heroes Handbook (Paperback): Paizo Staff Pathfinder Player Companion: Haunted Heroes Handbook (Paperback)
Paizo Staff
R399 R362 Discovery Miles 3 620 Save R37 (9%) Ships in 9 - 17 working days

Death is not the end! In a world filled with undead, resurrection, and beings from beyond the mortal plane, long-dead mistakes can still cause problems for the living-or provide opportunity. Pathfinder Player Companion: Haunted Heroes Handbook takes aim at possessing forces of all sorts, from worldly magic to spirits of the dead, and provides you with options to rid yourself of that influence, take back control, or profit by cunning bargains with forces in need of a mortal vessel. This handbook also provides valuable information on the places, organizations, and faiths especially concerned with spirits, hauntings, and possession, and how any of these can affect your outlook and abilities. Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume's theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

Advanced NXT - The Da Vinci Inventions Book (Paperback, 1st ed.): Matthias Paul Scholz Advanced NXT - The Da Vinci Inventions Book (Paperback, 1st ed.)
Matthias Paul Scholz
R840 R744 Discovery Miles 7 440 Save R96 (11%) Ships in 18 - 22 working days

This amply illustrated book is about building some of Leonardo da Vinci's most famous inventions with LEGO's breathtaking robot technology, the LEGO MINDSTORMS NXT. In this book, you will revive such fascinating devices as the flying machine, the aerial screw, the revolving bridge, the double leaf spring catapult, and the armored carfive centuries after their creation by the great Renaissance engineer. Using some of the most advanced programming environments for the NXT, you will make robots that work, move, and respond the way Leonardo intended his original inventions to do 500 years ago.

By engineering the LEGO models contained in this, book you will not only become acquainted with the MINDSTORMS NXT technology, but also with strategies to build advanced robots with NXT and to program them using different state-of-the-art NXT programming languages such as NXT-G, NXC, RobotC, pbLua, and leJOS NXJ.

For all five robots, historical background information is provided. Detailed high-quality step-by-step building instructions, as well as an elaborate guide for each single program enable both the inexperienced LEGO user as well as the NXT aficionado to become acquainted with the art of producing marvelous NXT creations and make use of many sophisticated features of the NXT.

This book will unleash the creative powers that slumber in everyone and combine them with the pure joy of playing. But beware: you might be surprised by the stupendous results this combination is apt to spawn.

Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition)
Alex Okita
R3,985 Discovery Miles 39 850 Ships in 18 - 22 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

Guitar Hero III: Legends of Rock (Paperback): Guitar Hero III: Legends of Rock (Paperback)
R763 R692 Discovery Miles 6 920 Save R71 (9%) Ships in 18 - 22 working days

Our official songbook for the third installment of this wildly popular video game features notes & guitar tab for 36 hits: Barracuda * Black Magic Woman * The Devil Went Down to Georgia * Even Flow * La Grange * Mississippi Queen * Paint It Black * Pride and Joy * Rock You like a Hurricane * School's Out * Talk Dirty to Me * Welcome to the Jungle * When You Were Young * and more.

Unity in Action (Paperback, 3rd edition): Joseph Hocking Unity in Action (Paperback, 3rd edition)
Joseph Hocking
R1,065 R898 Discovery Miles 8 980 Save R167 (16%) Ships in 5 - 10 working days

Create your first 2D, 3D, and AR/VR games with the awesome Unity game platform. With this hands-on beginner's guide, you'll start building games fast! In Unity in Action, Third Edition, you will learn how to: Create characters that run, jump, and bump into things Build 3D first-person shooters and third-person action games Construct 2D card games and side-scrolling platformers Script enemies with AI Improve game graphics by importing models and images Design an intuitive user interface for your games Play music and spatially-aware sound effects Connect your games to the internet for online play Deploy your games to desktop, mobile, and the web Thousands of new game developers have chosen Joe Hocking's Unity in Action as their first step toward Unity mastery. This fully updated third edition comes packed with fully refreshed graphics, Unity's latest features, and coverage of the augmented and virtual reality toolkits. Using your existing coding skills, you'll write custom code instead of just clicking together premade scripts. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Build your next game without sweating the low-level details. The Unity game engine handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C#, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity will get your game idea off the drawing board and onto the screen! You can even use Unity for more than game development, with new tools for VR and augmented reality that are perfect for developing useful apps.

An Introduction to GameGuru (Paperback): Michael Matthew Messina An Introduction to GameGuru (Paperback)
Michael Matthew Messina
R1,835 Discovery Miles 18 350 Ships in 10 - 15 working days

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Computers and Games - 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers (Paperback, 2007... Computers and Games - 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers (Paperback, 2007 ed.)
H. Jaap van den Herik, Paolo Ciancarini, H. (Jeroen) H. L. Donkers
R1,410 Discovery Miles 14 100 Ships in 18 - 22 working days

This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.

The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover): Bethesda Softworks The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover)
Bethesda Softworks 2
R876 R747 Discovery Miles 7 470 Save R129 (15%) Ships in 9 - 17 working days

For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.

The Sacred in Fantastic Fandom - Essays on the Intersection of Religion and Pop Culture (Paperback): Carole M. Cusack, John W.... The Sacred in Fantastic Fandom - Essays on the Intersection of Religion and Pop Culture (Paperback)
Carole M. Cusack, John W. Morehead, Venetia Laura Delano Robertson
R1,236 R861 Discovery Miles 8 610 Save R375 (30%) Ships in 10 - 15 working days

To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? In this book, essayists investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical `texts'- including Supernatural, Buffy the Vampire Slayer, and Sherlock-are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Data Analytics Applications in Gaming and Entertainment (Hardcover): Gunter Wallner Data Analytics Applications in Gaming and Entertainment (Hardcover)
Gunter Wallner
R3,372 Discovery Miles 33 720 Ships in 10 - 15 working days

The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

Gaming and the Virtual Sublime - Rhetoric, awe, fear, and death in contemporary video games (Hardcover): Matthew Spokes Gaming and the Virtual Sublime - Rhetoric, awe, fear, and death in contemporary video games (Hardcover)
Matthew Spokes
R2,645 Discovery Miles 26 450 Ships in 18 - 22 working days

Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus' jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's 'unpresentable event' and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.

The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback): Nate Garrelts The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback)
Nate Garrelts
R621 R500 Discovery Miles 5 000 Save R121 (19%) Ships in 10 - 15 working days

The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas. Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games.

Gaming as Culture - Essays on Reality, Identity and Experience in Fantasy Games (Paperback): J. Patrick Williams, Sean Q.... Gaming as Culture - Essays on Reality, Identity and Experience in Fantasy Games (Paperback)
J. Patrick Williams, Sean Q. Hendricks, W. Keith Winkler
R793 R679 Discovery Miles 6 790 Save R114 (14%) Ships in 10 - 15 working days

Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood's premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality.

Level Design - Concept, Theory, and Practice (Paperback): Rudolf Kremers Level Design - Concept, Theory, and Practice (Paperback)
Rudolf Kremers
R2,184 Discovery Miles 21 840 Ships in 9 - 17 working days

Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

Computers and Games - Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers (Paperback,... Computers and Games - Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers (Paperback, 2003 ed.)
Jonathan Schaeffer, Martin Mu>ller, Yngvi Bjoernsson
R1,575 Discovery Miles 15 750 Ships in 18 - 22 working days

The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu, Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton, Alberta, Canada), July25 27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post s Correspondence Problem)."

Beginning .NET Game Programming in C# (Paperback, Softcover reprint of the original 1st ed.): David Weller, Alexandre Santos... Beginning .NET Game Programming in C# (Paperback, Softcover reprint of the original 1st ed.)
David Weller, Alexandre Santos Lobao, Ellen Hatton
R1,036 R890 Discovery Miles 8 900 Save R146 (14%) Ships in 18 - 22 working days

* Adapted for C# by key Microsoft Insiders from a previous bestseller--Lead author is the .NET Game evangelist at Microsoft! * An easy-to-read, soup-to-nuts guide that helps you start programming games fast * Packed with code examples that are complete games, Beginning .NET Game Programming in C# includes an introduction to Managed DirectX 9 and is also an introduction to exciting advanced features of .NET, including the Speech API to generate voices, synchronizing mouth animations with generated sounds, the .NET Compact Framework, data access with ADO.NET, collision detection, and artificial intelligence. * Includes complete code listings and applications for all games included in the book: .Nettrix (a Tetris clone), .Netterpillars (a Snakes clone), River Pla.Net (River Raid clone), Magic KindergarteN., D-iNfEcT, and Nettrix II (for the Pocket PC) as well as a version of the classic game Spacewars and a "Twisty Cube" game that did not appear in the VB .NET version.

The Minds Behind the Games - Interviews with Cult and Classic Video Game Developers (Paperback): Patrick Hickey, Jr. The Minds Behind the Games - Interviews with Cult and Classic Video Game Developers (Paperback)
Patrick Hickey, Jr.
R1,191 R672 Discovery Miles 6 720 Save R519 (44%) Ships in 10 - 15 working days

Containing interviews with the developers of 36 of the coolest games in video game history from Deus Ex and Night Trap to Mortal Kombat, Wasteland and NBA Jam, The Minds Behind the Games gives you an inside look at how some of the most influential, iconic, infamous and forgotten games of all-time were created. From the painstaking hours at the computer developing to problems with mega publishers and with the media after release, The Minds Behind the Games gives you unparalleled access to the minds behind some of your favorite games. It will even introduce you to games that you never knew existed, but should.

J2ME Games with MIDP2 (Paperback, Softcover reprint of the original 1st ed.): Carol Hamer J2ME Games with MIDP2 (Paperback, Softcover reprint of the original 1st ed.)
Carol Hamer
R915 R793 Discovery Miles 7 930 Save R122 (13%) Ships in 18 - 22 working days

Java 2 ME (Micro Edition) is the client-side Java development platform for building wireless Java-based cell phone and PDA applications. This book addresses the fun challenge of building game applications for these kinds of portable devices. Author Carol Hamer shows you how to use J2ME for developing, using the latest MIDP 2.0 specification.

If you are new to developing with J2ME, we recommend you first read Jonathan Knudsens "Wireless Java: Developing with J2ME, Second Edition." We suggest that you read this book second, then complete the "series" with David Crofts "Advanced Java Game Programming," for a comprehensive Apress experience of game developing with Java. Table of Contents Getting Started Using MIDlets Using the MIDP 2.0 Games API Using Threads and Tones Storing and Retrieving Data Communicating over a Network Securing Your Applications

FORTNITE Official: The Chronicle (Annual 2023) (Hardcover): Epic Games FORTNITE Official: The Chronicle (Annual 2023) (Hardcover)
Epic Games
R289 Discovery Miles 2 890 Ships in 10 - 15 working days

ALL THE CRAZIEST HIGHLIGHTS FROM FORTNITE'S LATEST SEASONS IN THE BRAND-NEW OFFICIAL ANNUAL FROM EPIC GAMES It's been another wild ride in the world of Fortnite, with new challenges, rewards, map changes, and awesome Outfits keeping the game as fresh as ever. Now, in this official yearbook from Epic Games, you can relive all the major Battle Royale stories and surprises from the past 12 months. Packed full of fun features, cool artwork, quizzes, and exclusive inside knowledge, this is essential reading for any Fortnite fan.

Introduction to 3D Game Engine Design Using DirectX 9 and C# (Paperback, Softcover reprint of the original 1st ed.): Marshall... Introduction to 3D Game Engine Design Using DirectX 9 and C# (Paperback, Softcover reprint of the original 1st ed.)
Marshall Harrison
R1,055 R908 Discovery Miles 9 080 Save R147 (14%) Ships in 18 - 22 working days

"Introduction to 3D Game Engine Design Using DirectX 9 and C#" illustrates the process of creating a simple 3D game engine. During this process, author Lynn Harrison demonstrates many facets of the DirectX 9 software through clear-cut explanations and examples.

Throughout the course of the book, you'll develop an off-road driving game that brings such features as management of large scenes, environmental effects, and physics into play. To write the game, you'll use cutting-edge technologiesC# and DirectX, and the .NET Frameworkand you'll go beyond simple graphics to explore audio, user input, artificial intelligence, and multiplayer design. Table of Contents Overview User Interface Hanging Ten: A Ride Through the Rendering Pipeline Basic 3D Objects Complex 3D Objects Camera: The Player's View of the World Adding Some Atmosphere: Lighting and Fog Artificial Intelligence: Adding the Competition Game Audio: Let's Make Some Noise Game Physics: Keeping It Real Tools of the Trade

Algorithmic and Architectural Gaming Design - Implementation and Development (Hardcover, New): Ashok Kumar, Jim Etheredge,... Algorithmic and Architectural Gaming Design - Implementation and Development (Hardcover, New)
Ashok Kumar, Jim Etheredge, Aaron Boudreaux
R4,872 Discovery Miles 48 720 Ships in 18 - 22 working days

Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

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