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

Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover): Michael Ingrassia Maya for Games - Modeling and Texturing Techniques with Maya and Mudbox (Hardcover)
Michael Ingrassia
R5,323 Discovery Miles 53 230 Ships in 12 - 17 working days

Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying downloadable resources include 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.

Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback): Steve Rabin Game AI Pro 360: Guide to Architecture - Guide to Architecture (Paperback)
Steve Rabin
R1,393 Discovery Miles 13 930 Ships in 12 - 17 working days

Steve Rabin's Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

An Introduction to GameGuru (Hardcover): Michael Matthew Messina An Introduction to GameGuru (Hardcover)
Michael Matthew Messina
R3,987 Discovery Miles 39 870 Ships in 12 - 17 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

Game Programming Algorithms and Techniques - A Platform-Agnostic Approach (Paperback): Sanjay Madhav Game Programming Algorithms and Techniques - A Platform-Agnostic Approach (Paperback)
Sanjay Madhav
R1,384 Discovery Miles 13 840 Ships in 9 - 15 working days

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Minecraft Redstone For Dummies, Portable Edition (Paperback, Portable Edition): J Stay Minecraft Redstone For Dummies, Portable Edition (Paperback, Portable Edition)
J Stay 1
R318 R277 Discovery Miles 2 770 Save R41 (13%) Ships in 12 - 17 working days

The indispensable primer for achieving redstone greatness Minecraft Redstone For Dummies is the complete guide to finding, using, and maximizing the power of redstone in the Minecraft world. This key element is essential for crafting and brewing, and can be placed on the ground as redstone dust - a flat, transparent block that can transmit redstone power, the major component of most redstone circuits. Written by a recognized Minecraft expert, this useful guide walks you through mining, smelting, and other methods of obtaining redstone, and teaches you how to make the most of your redstone stores. Craft a compass, piston, lamp, or torch, brew a potion that reverts to Level 1, or turn it to dust to help find nearby power components. Whether you're in Creative or Survival mode, redstone mastery is crucial for successful gameplay. Minecraft is a worldwide phenomenon, boasting over 100 million players from around the world. While gameplay varies according to player preference, redstone remains a central element that allows players to build, brew and create as they advance through the biomes. Minecraft Redstone For Dummies teaches you everything you need to know about redstone, including how to get it and how best to use it. Learn which methods result in more redstone per attempt Discover how redstone is used in crafting and brewing Use redstone dust to build circuits and power mechanical components Understand redstone power, including source, levels, and configuration Don't be content to acquire what you stumble across. Redstone's versatility makes it an indispensable resource in the Minecraft world, and knowing where to find it and how to use it efficiently can make all the difference in your gameplay. If you're ready to level up, Minecraft Redstone For Dummies will make you a redstone guru in no time.

Video Games Have Always Been Queer (Paperback): Bonnie Ruberg Video Games Have Always Been Queer (Paperback)
Bonnie Ruberg
R835 Discovery Miles 8 350 Ships in 12 - 17 working days

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

Breaking Out of the Games Industry (Hardcover, 2nd New edition): Matthew M. White Breaking Out of the Games Industry (Hardcover, 2nd New edition)
Matthew M. White
R3,025 Discovery Miles 30 250 Ships in 12 - 17 working days

This book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to 'break in', then worked for years to 'break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

3ds Max Basics for Modeling Video Game Assets: Volume 1 - Model a Complete Game Environment and Export to Unity or Other Game... 3ds Max Basics for Modeling Video Game Assets: Volume 1 - Model a Complete Game Environment and Export to Unity or Other Game Engines (Paperback)
William Culbertson
R1,990 Discovery Miles 19 900 Ships in 12 - 17 working days

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.

3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition): Luke Ahearn 3D Game Environments - Create Professional 3D Game Worlds (Paperback, 2nd edition)
Luke Ahearn
R1,729 Discovery Miles 17 290 Ships in 12 - 17 working days

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website-www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book-all the tools you need in one place.

Game Development and Simulation with Unreal Technology, Second Edition (Hardcover, 2nd edition): Alireza Tavakkoli Game Development and Simulation with Unreal Technology, Second Edition (Hardcover, 2nd edition)
Alireza Tavakkoli
R4,335 Discovery Miles 43 350 Ships in 12 - 17 working days

Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader's understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers' understanding of Unreal Engine to the next level.

Vintage Games 2.0 - An Insider Look at the Most Influential Games of All Time (Paperback): Matt Barton Vintage Games 2.0 - An Insider Look at the Most Influential Games of All Time (Paperback)
Matt Barton
R1,638 Discovery Miles 16 380 Ships in 12 - 17 working days

Super Mario Bros. Doom. Minecraft. It's hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today's games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author's own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world's most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game's history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Hardcover): Toiya Kristen Finley Narrative Tactics for Mobile and Social Games - Pocket-Sized Storytelling (Hardcover)
Toiya Kristen Finley
R4,264 Discovery Miles 42 640 Ships in 12 - 17 working days

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.

Nier: Automata World Guide Volume 1 (Hardcover): Square Enix Nier: Automata World Guide Volume 1 (Hardcover)
Square Enix
R1,195 R991 Discovery Miles 9 910 Save R204 (17%) Ships in 10 - 15 working days
BioShock and Philosophy - Irrational Game, Rational Book (Paperback): Luke Cuddy BioShock and Philosophy - Irrational Game, Rational Book (Paperback)
Luke Cuddy; Series edited by William Irwin
R429 R394 Discovery Miles 3 940 Save R35 (8%) Ships in 12 - 17 working days

Considered a sign of the 'coming of age' of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine's depiction of Ayn Rand's philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes

Real-Time Shading (Paperback): Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool Real-Time Shading (Paperback)
Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool
R1,943 Discovery Miles 19 430 Ships in 12 - 17 working days

This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and scientific visualization, among others. The authors include examples of techniques for achieving common effects efficiently in a real-time shading language ranging from full procedural shading on advanced specialized hardware to limited, yet surprisingly flexible shading on unextended OpenGL, to modern PC graphics accelerators.

Writing Game Center Apps in iOS (Paperback): Vandad Nahavandipoor Writing Game Center Apps in iOS (Paperback)
Vandad Nahavandipoor
R481 R392 Discovery Miles 3 920 Save R89 (19%) Ships in 12 - 17 working days

Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features.

How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the recipe works.

Recipes include techniques to: Set up Game Center for an iOS App Use block objects and Grand Central Dispatch to write Game Center apps Authenticate a local player in Game Center Use iTunes Connect to create leaderboards and achievements Retrieve leaderboard and achievement information programmatically Handle players' state changes in multiplayer games

Fortnite For Dummies (Paperback): B Loguidice Fortnite For Dummies (Paperback)
B Loguidice 1
R411 R299 Discovery Miles 2 990 Save R112 (27%) Ships in 9 - 15 working days

Play--and survive--in the game of Fortnite! Zombies. Battle. Survival. Fortnite has it all--and if you want to keep your gameplay going until the bitter end to outlast your competition, this book is the ace in your back pocket! Choose a gaming platform Download and optimize the game Play in each of the gameplay modes Scavenge, loot, and collect resources Avoid death and outlast your opponents Who will be the last person standing? When you want to outlast the competition and make Fortnite yours, this book makes it easier than ever to come out on top.

Learn to Implement Games with Code (Paperback): John M. Quick Learn to Implement Games with Code (Paperback)
John M. Quick
R1,868 Discovery Miles 18 680 Ships in 12 - 17 working days

Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. You will gain practical, hands-on experience with implementing game components using code. Gradually, you will build a complete game that you can be proud of. After finishing this book, you will be prepared to start making games of your very own design.

Danganronpa Another Episode: Ultra Despair Girls Volume 3 (Paperback): Spike Chunsoft, Hajime Touya Danganronpa Another Episode: Ultra Despair Girls Volume 3 (Paperback)
Spike Chunsoft, Hajime Touya; Translated by Jackie McClure
R359 R334 Discovery Miles 3 340 Save R25 (7%) Ships in 10 - 15 working days
Playing Nature - Ecology in Video Games (Paperback, 1): Alenda Y. Chang Playing Nature - Ecology in Video Games (Paperback, 1)
Alenda Y. Chang
R658 Discovery Miles 6 580 Ships in 12 - 17 working days

A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious-like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures-not all of them dystopian.

Women in Game Development - Breaking the Glass Level-Cap (Paperback): Jennifer Brandes Hepler Women in Game Development - Breaking the Glass Level-Cap (Paperback)
Jennifer Brandes Hepler
R1,486 Discovery Miles 14 860 Ships in 12 - 17 working days

Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler's Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you're an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry's worst harassment... and kept on going.

How to Make a Game - Go From Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback, 1st ed.):... How to Make a Game - Go From Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback, 1st ed.)
Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan
R1,503 R961 Discovery Miles 9 610 Save R542 (36%) Ships in 9 - 15 working days

Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. What You Will Learn Discover the fundamentals of game design See some intermediate coding tricks to make your games better Grasp the pitfalls to avoid while designing and programming games Master the different conventions and practices for file naming and structuring your projects Who This Book Is For People who want to make games. Basic programming experience is assumed.

Beginning iPhone Games Development (Paperback, 1st ed.): P.J. Cabrera, Peter Bakhirev, Ian. Marsh, Ben Smith, Eric Wing, Scott... Beginning iPhone Games Development (Paperback, 1st ed.)
P.J. Cabrera, Peter Bakhirev, Ian. Marsh, Ben Smith, Eric Wing, …
R1,200 R1,050 Discovery Miles 10 500 Save R150 (13%) Ships in 10 - 15 working days

iPhone games are hot Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game.

You've probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche . This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style.

While games are all about fun, at the same time, they're serious business. With this Beginning iPhone Games Development book, you're going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics: Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession Game networking with GameKit, Bonjour, and Internet sharing

For those looking for iPad game development coverage and/or iOS 5 SDK specific game coverage, check out the published Beginning iOS 5 Games Development by Lucas Jordan from Apress. What you'll learn Efficient methods for drawing in 2D and 3D to the iPhone screen Game-specific animation techniques with Core Animation To use OpenGL ES for more complex and realistic gaming backgrounds and action Numerous ways to add music to enhance the gaming experience How to give your users access to their iPhone libraries from within games The tools and techniques of 3D audio for creating even more realistic gaming experiences How to do networking right, including two-player games over Bluetooth and multiplayer games over Wi-Fi Who this book is for

All game developers who desire to create iPhone and/or iPod touch games. Table of Contents A Revolutionary Gaming Platform Games for Everyone, Anytime, Anywhere Developing iPhone Games Peeking Inside the iPhone Toolbox Moving Images on a Small ScreenUIKit Controls She Shoots, She Hits, She Scores Flipping Out and Sweeping Away with Core Animation OpenGL Basics: Wrapping Your Head Around the OpenGL AP Putting It Together: Making a Game in OpenGL The Next Steps: Atlases, Sprites, and ParticlesOh My Introduction to Core Audio Making Noise with OpenAL 3D AudioTurning Noise into Game Sound Streaming: Thumping, Pulse-Quickening Game Excitement Networking for iPhone Games: Introductio Going Head to Head Party Time Connecting with the Outside World Putting It All Together: Now Comes the Fun Part

The Essential Guide to Flash Games - Building Interactive Entertainment with ActionScript (Paperback, 1st ed.): Jeff Fulton,... The Essential Guide to Flash Games - Building Interactive Entertainment with ActionScript (Paperback, 1st ed.)
Jeff Fulton, Steve Fulton
R1,403 R1,195 Discovery Miles 11 950 Save R208 (15%) Ships in 10 - 15 working days

The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games.The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more. What you'll learn Flash/Flex ActionScript 3 game development How to apply object-oriented game development techniques How to solve a wide variety specific Flash game programming problems How to develop a game engine and set of tools that can be reused How to implement ten different games (in styles ranging from retro to modern Flash games) How to optimize various games Who this book is for

This book is for intermediate Flash developers, Flash game developers, game developers looking to move to the Flash platform, and experienced web developers who want to learn how to make games. Table of Contents The Second Game Theory Creating an AS3 Game Framework Creating Super Click Laying the Groundwork for Flak Cannon Building the Flak Cannon Game Loop Laying the Groundwork for No Tanks Creating the Full No Tanks Game Creating the Color Drop Casual Puzzle Game Creating the Dice Battle Puzzle Game Blit Scrolling in a Tile-Based World Creating an Optimized Post-Retro Game Creating a Viral Game: Tunnel Panic

Data Analytics Applications in Gaming and Entertainment (Hardcover): Gunter Wallner Data Analytics Applications in Gaming and Entertainment (Hardcover)
Gunter Wallner
R3,346 Discovery Miles 33 460 Ships in 12 - 17 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.

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