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Books > Computing & IT > Computer software packages > Computer games
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level. This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling. Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors. Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity. Appendices include additional 3ds Max tool instructions. A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.
Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you'll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color, using version 1.4. After each section you'll see how you'll apply what you've learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you're using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects< Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML.
Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in-depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web-browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.
This compact book introduces the concepts of Java lambdas and parallel streams in a concise form. It begins by introducing new supporting features such as functional interfaces, default methods and more. After this, the author demonstrates how streams can be parallelized in a very simple way-within certain limits, no knowledge about the thread management is needed. Nevertheless, some basic elements in the context of parallelism need to be considered. Here, the book provides a variety of information and best practices. What You Will Learn Master lambdas and streams Work with the default method Harness streams and the stream() function Use Stream and Spliterator Take advantage of parallel streams Work with collectors and concurrency Who This Book Is For Experienced Java programmers and developers. div>
Build your next game on a bigger scale with Pro HTML5 Games. This essential book teaches you to master advanced game programming in HTML5. You'll learn techniques that you can transfer to any area of HTML5 game development to make your own professional HTML5 games. Led by an expert game programmer, you'll build two complete games in HTML5: a strategy puzzle game based on the Box2d physics engine and in the style of Angry Birds and a real-time strategy (RTS) game complete with units, buildings, path-finding, artificial intelligence, and multiplayer support. This new and fully updated second edition now includes chapters on mobile game development and an essential game developer's toolkit. Understand how to develop complex, bolder games and become an HTML5 games pro using Pro HTML5 Games today. What You'll Learn Create realistic physics in your game by incorporating the Box2d physics engine Design large worlds with lots of characters and let users interact with them Use sprite sheets, panning, parallax scrolling, and sound effects to build a more polished game Incorporate pathfinding and steering to help characters navigate through your world Create challenging levels with intelligent enemies by using decision trees, state machines, and scripted events Add multiplayer in your games using Node.js and the WebSocket API
Create a game for the Windows Phone market with a heavy emphasis placed on optimization and good design decisions. While doing so, you will be introduced to key Unity concepts and functionality, weigh the pros and cons of various possibilities, and gain a good working knowledge of scripting in the Unity environment using both JavaScript and C#. Learn Unity for Windows 10 Game Development starts by exploring the Unity editor and experimenting with staple game functionality. If you are new to scripting or just new to C#, you will be able to investigate syntax, commonly used functions, and communication required to bring your ideas to life. With the book's included art assets, you will learn the ins and outs of asset choices and management while making use of Unity's 2D physics, Shuriken particle systems and Mecanim's character and state management tools. Finally, you will bring it all together to create a multi-level game as you learn how to incorporate mobile specific functionality, test on a Windows Phone device, and others for Windows 10 and ultimately, publish your game to the Windows App Store. What You Will Learn Learn C# basics for Unity Work with the Unity Editor Manage assets Use the Mecanim animation system and 2D features and physics Who This Book Is For Game developers, hobbyists and game dev students who are new to Unity or Windows Mobile game development or both. JavaScript and C# experience are helpful, but C# experience is not required.
Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework. You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You'll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you'll discover the features of Chipmunk (the built-in physics engine) with full examples. What You'll Learn Get a simple head start in Cocos2d-JS Gain an architectural overview of the different blocks of the framework Master sprites, spritesheets, and frame animation Work with the event system in Cocos2d-JS Discover the animation APIs in Cocos2d-JS Leverage the built-in physics engine Who This Book Is For Beginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.
This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that's now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you've ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion - and implosion - of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.
Develop games using the JavaScript web scripting language. This compact short book will help you learn how to use modern JavaScript to make games for web browsers. They're effortless to use and they work everywhere. If you've ever wanted to make a game, join author Christopher Pitt. You'll start with nothing and build fun games, in no time at all. What You'll Learn Make a game using JavaScript Master the game loop Handle player input, collision detection, gravity, ladders, and stairs Work with camera locking, mobs, and health Manage game inventory Handle mapping and more Who This Book Is For Those who are new to game development with some experience with JavaScript and web development.
Learn how to build a game using Platino Studio. Follow step-by-step basics to create an app, and then add different functionalities and game logic. With Beginning Platino Game Engine you will be able to develop UWP apps using the Processing JS language. You also will be introduced to Temboo and extending the processing language to IoT. What You'll Learn: Develop using the Platino game engine Build UWP apps using the Processing JS language Extend the processing language to IoT with Temboo Who Is this Book for: Indie game developers, app developers interested in games, and students new to the Platino game engine and perhaps new to game development.
Learn the fundamental elements of the new Swift 3 programming language as applied to game development for new iOS 10. In Part 1 of this book, you'll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as you add new functionality to the game. By the end of the book, you'll have experience with all the important SpriteKit topics and have a fully functional game as a result. In Part 2, you'll learn 3D game development using Apple's SceneKit framework and the Swift programming language, following the same pattern used for Part 1. Game apps are one of the most popular categories in the Apple iTunes App Store. In response, James Goodwill and Wesley Matlock bring you Beginning Swift Games Development for iOS, Third Edition an update to their best-selling work. After reading and using this book, you'll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS-enabled device. What you'll learn Discover what's in the new Swift 3 programming language Apply Swift 3 to iOS 10 and 9 game development Build a 2D game app using SpriteKit and Swift Build a 3D game from 2D using SceneKit and Swift Who this book is for iOS app developers new to Swift or for those thinking of trying iOS game app development for the very first time.
Learn the things you need for a complete game, such as translations and tutorials, and improve the things you've already written to raise their standard to a professional level. This is a practical guide covering every discipline: art, music, writing, and code. In the case of the latter, code examples are included to demonstrate how to implement functionality to make the game shine. Polished Game Development acts as a comprehensive checklist of everything your game should, and should not, do, in order to be as good as it possibly can. It is more than just a book on theoretical game design principles. Explains the difference between a pet project, and a professional one. Covers how to test for the problems and bugs you don't know you'll have. Details simple, but effective, visual improvements that can be done with very little effort. Regardless of platform (web, mobile, or console), or language (C++, C#, JavaScript) there is a wealth of common (and specific) tips within these pages that will enable you to make the most professional games you can. What You Will Learn Learn what essential elements are often missed Stay on-brand, visually and verbally Use audio to enhance your game Improve game balance Test effectively Who This Book Is For Game developers looking for a guide and checklist on how to get their game finished to the highest possible standards. They will know how to write a game, and get it released, but not necessarily how to make it shine. They will be professional developers, indies, university students and graduates.
This thoroughly researched reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive, encyclopedia-style entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work. An appendix lists a number of ""homebrew"" titles that have been created by fans and amateur programmers and are available for download or purchase.
This short book walks you through the process of creating mobile games using the new Android Studio IDE. Android Studio Game Development introduces you to the key tools in Android Studio and gives you the knowledge you need to develop games in Android Studio. This book takes you from installing Android Studio, through exploring the IDE to creating a new project and setting up GitHub as a VCS. You'll then be well equipped to tackle the game-development topics that make up the rest of the book. You'll learn about OpenGL ES and how to deal with polygons, before mastering image loading and sprite sheets. The final three chapters cover topics vital to successful game development: interactivity. You'll gain skills in reading user input, responding to that input with in-game movement, and detecting collisions. You'll learn: How to create projects in Android Studio How to use the SDK manager to keep your Android SDK current How to commit to and get projects from GitHub How to use OpenGL ES to load images How to react to player input How to debug your games using Android Studio Audience This book is for those who may be new to game development who have some experience with Android Studio IDE and Android. To learn about Android Studio, check out Learn Android Studio IDE by Gerber and Craig (Apress).
WHAT'S IN YOUR LOADOUT? From boogie bombs to grenades, traps to grapplers, shotguns to assault rifles, Fortnite features a formidable array of weapons to help you rule the roost at Battle Royale. This collectors' edition features all the key items you will have seen in Seasons 1 to 9, in a user-friendly format designed to showcase the best firepower Fortnite has to offer. Which guns will YOU be running with? PLAY TO YOUR STRENGTHS Which weapons to keep an eye out for to suit your personal play style - and how to use them effectively RIDERS ON THE STORM How to combine the right weapons with the right vehicles to stay one step ahead of the pack UNLOCK THE VAULT Travel back in time and remind yourself of fan favourites from seasons past An official handbook from Epic Games, creators of FORTNITE, the BIGGEST gaming brand in the world.
This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs - and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society's acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don't understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It:* Explains how MMOs are perceived, how they could - and perhaps should - be perceived, and how the can contribute to wider society.* Delves into what researchers think about why players play.* Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.* Doesn't tell you what to think, it tells you to think. What You Will Learn:* The myriad challenges facing MMOs - and to decide for yourself how to address these challenges.* What MMOs bring to the world that it didn't have before.* How MMOs are regarded, and what this means for how they will be regarded in future.* That playing and designing MMOs has implications for those who don't play or design them. Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.
Beginning Python Games Development, Second Edition teaches you how to create compelling games using Python and the PyGame games development library. It will teach you how to create visuals, do event handling, create 3D games, add media elements, and integrate OpenGL into your Python game. In this update to the first ever book to cover the popular open source PyGame games development library, you'll stand to gain valuable technical insights and follow along with the creation of a real-world, freely downloadable video game. Written by industry veterans and Python experts Will McGugan and Harrison Kinsley, this is a comprehensive, practical introduction to games development in Python. You can also capitalize upon numerous tips and tricks the authors have accumulated over their careers creating games for some of the world's largest game developers.
Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. But long before video games became a multi-billion-dollar industry, two hackers invented the Apple II, a PC that contained less memory than the average Microsoft Word document and bowled over consumers by displaying four colors at once. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia's trap-filled labyrinth, Break Out recounts the making of some of the Apple II's most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them.
An addictive thriller from the most sensational new voice in YA fiction. When sixteen-year-old Asha Kennedy discovers her older sister Maya's dead body in their home, her world falls apart. Desperate for answers, and to stay out of the hands of the social services she grew up in, Asha turns to her hacker friends for help. Her search leads her to Zu Tech, the hit games studio where Maya was a lead coder. As Asha begins to unravel the riddle of her death, she realises that the only way to uncover the truth is from the inside. Asha ghosts her old life and infiltrates a Zu Tech eSport tournament as they launch 'SHACKLE', the revolutionary Virtual Reality video game Maya was working on - and which hides a monstrous secret... Perfect for fans of The Hunger Games and A Good Girl's Guide to Murder A guaranteed page turner full of heart, tension and twists you won't see coming! The first book in a major new YA series
How do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You'll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You'll also learn the secrets of vector math and advanced collision detection techniques, all of which are covered in a friendly and non-technical manner. You'll find detailed working examples, with hundreds of illustrations and thousands of lines of source code that you can freely adapt for your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book to make games for desktops, mobile phones, tablets or the Web. Advanced Game Design with HTML5 and JavaScript is a great next step for experienced programmers or ambitious beginners who already have some JavaScript experience, and want to jump head first into the world of video game development. It's also great follow-up book for readers of Foundation Game Design with HTML5 and JavaScript (by the same author) who want to add depth and precision to their skills. The game examples in this book use pure JavaScript, so you can code as close to the metal as possible without having to be dependent on any limiting frameworks or game engines. No libraries, no dependencies, no third-party plugins: just you, your computer, and the code. If you're looking for a book to take your game design skills into the stratosphere and beyond, this is it!
Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience.One of the hardest parts of game development is actually finishing a game, but it is also one of the most important steps on the way to becoming a game developer. If you have yet to finish a game, this book will give you the confidence and resources you need to finally be able to create your very own RPG. Once you've completed the game in this book, you'll be able to modify it as much as you like, adding new monsters and quests, and you'll have the skills to go on to create your second game all by yourself. Among the topics covered in this book are: Creating various types of enemy encounters via the use of the eventing system, and JavaScript replacing the old Ruby commands. Creating a special area that allows the player to pick their character of choice instead of being forced to play a particular character. Clever uses of events to create items that allow the player to return to town instantly and summon vehicles to their side. What You'll Learn: Create playable characters that have different attributes and play styles. Create a wide variety of weapons, armors, and items for the player to purchase, find, and use. JavaScript is now used throughout. Design dungeon levels with specific goals in mind. Create treasure chests with random contents or contents based on the player's character. Create doors that require keys or puzzles to unlock. Create a variety of enemy encounters. Who This Book is For: Make a 2D RPG in a Weekend is for anyone who has ever wanted to create a game from scratch. All you need is this book and a copy of RPG Maker MV.
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