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

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
R2,579 Discovery Miles 25 790 Ships in 12 - 17 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 Influence of Delay on Cloud Gaming Quality of Experience (Hardcover, 1st ed. 2023): Saeed Shafiee Sabet The Influence of Delay on Cloud Gaming Quality of Experience (Hardcover, 1st ed. 2023)
Saeed Shafiee Sabet
R3,717 Discovery Miles 37 170 Ships in 10 - 15 working days

This book provides an understanding of the impact of delay on cloud gaming Quality of Experience (QoE) and proposes techniques to compensate for this impact, leading to a better gaming experience when there are network delays. The author studies why some games in the cloud are more delay sensitive than others by identifying game characteristics influencing a user's delay perception and predicting the gaming QoE degraded by the delay. The author also investigates the impact of jitter and serial-position effects on gaming QoE and delay. Using the insight gained, the author presents delay compensation techniques that can mitigate the negative influence of delay on gaming QoE that use the game characteristics to adapt the games.

Secrets of a Fortnite Fan 3: Llama Drama (Independent & Unofficial) (Paperback): Eddie Robson Secrets of a Fortnite Fan 3: Llama Drama (Independent & Unofficial) (Paperback)
Eddie Robson; Illustrated by Oscar Herrero
R191 R157 Discovery Miles 1 570 Save R34 (18%) Ships in 9 - 15 working days

Things just got serious! Fortnite-obsessed Tyler is going for gold in the local Fortnite tournament. But he's got a lot of real life drama to deal with - crazy best friends, girl trouble and prying parents. Plus who's the mystery rival squad online... and why do they seem so familiar? Readers will learn all-new Fortnite tips, tricks and secrets along with Tyler, while reading about his hilarious adventures in the game and at school. Original illustrations and easy-to-read text make this the ideal book for Fortnite-obsessed reluctant readers and fans of Diary of a Wimpy Kid and Tom Gates. Book three in a series, this independent and unofficial chapter book combines an accessible Fortnite play guide with the laugh-out-loud story of Tyler's quest for gaming glory.

Press Reset - Ruin and Recovery in the Video Game Industry (Paperback): Jason Schreier Press Reset - Ruin and Recovery in the Video Game Industry (Paperback)
Jason Schreier 1
R414 R365 Discovery Miles 3 650 Save R49 (12%) Ships in 12 - 17 working days

THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

Studying Videogames (Hardcover): Julian McDougall, Wayne O'Brien Studying Videogames (Hardcover)
Julian McDougall, Wayne O'Brien
R2,899 Discovery Miles 28 990 Ships in 12 - 17 working days

"Studying Videogames" is the first book to look at videogames as media texts. Written specifically for advanced level/undergraduate students it covers a broad range of games, industry contexts, and research findings. The book challenges conventional media-analysis approaches; sets out the history, present, and future of games; and interrogates claims about their "social effects." Featuring student activities, interviews with key players in the industry, and an extended case study of the Grand Theft Auto cycle, "Studying Videogames" seriously engages with this powerful media.

Representations of Poverty in Videogames (Hardcover, 1st ed. 2022): Adam Crowley Representations of Poverty in Videogames (Hardcover, 1st ed. 2022)
Adam Crowley
R3,193 Discovery Miles 31 930 Ships in 10 - 15 working days

This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player's economic expectations.

The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Paperback): Odile Limpach The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Paperback)
Odile Limpach
R1,470 Discovery Miles 14 700 Ships in 9 - 15 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.

Human-Computer Interaction in Game Development with Python - Design and Develop a Game Interface Using HCI Technologies and... Human-Computer Interaction in Game Development with Python - Design and Develop a Game Interface Using HCI Technologies and Techniques (Paperback, 1st ed.)
Joseph Thachil George, Meghna Joseph George
R1,172 R935 Discovery Miles 9 350 Save R237 (20%) Ships in 10 - 15 working days

Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don't let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You'll first gain a basic introduction to fundamental concepts and practices of HCI before diving into the fundamental concepts of game interface design and technology. You'll learn how to design a gaming interface through practical examples using Python. This is followed by a brief look at how HCI can offer immersive gaming experiences for players and a review of key elements such as interface, usability, user-centered design, and user interface in terms of efficacy. You will also learn how to implement usability aspects in gaming interfaces with examples using Python. Additionally, the book discusses major challenges that game publishers and developers face, and how they can be resolved using HCI techniques. The question of playability is reviewed throughout the game production process. After working through this book's practical examples, you'll have the knowledge required to begin developing compelling, can't-put-the-controller down games of your own. What You'll Learn Master HCI tools and methodologies Understand the concept of HCI strategies in the game development cycle Develop a game in Python using the HCI approach Utilize gamification techniques in Human-Computer Interaction Grasp concepts of usability, user experience and user-centered design processes and their application Who This Book Is For Programmers, engineers, and students interested in creating and implementing computer games using HCI technologies. Prior experience with game development is recommended.

Professional WebGL Programming - Developing 3D Graphics for the Web (Paperback): AA Anyuru Professional WebGL Programming - Developing 3D Graphics for the Web (Paperback)
AA Anyuru
R872 R674 Discovery Miles 6 740 Save R198 (23%) Ships in 12 - 17 working days

Everything you need to know about developing hardware-accelerated 3D graphics with WebGL

As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how.

You will also develop a stronger understanding of WebGL development from coverage that:

-Provides a comprehensive overview of WebGL and shows how it relates to other graphics-related technologies-Addresses important topics such as the WebGL graphics pipeline, 3D transformations, texturing and lighting -Teaches you how to write vertex shaders and fragment shaders for WebGL -Includes a lot of useful guidelines, tips, and tricks for WebGL performance optimizations

Professional WebGL Programming is the first book on the market to delve into this fascinating topic and it puts you on your way to mastering the possibilities that exist with WebGL.

Coding with Roblox Lua in 24 Hours - The Official Roblox Guide (Paperback): Official Roblox Books(Pearson) Coding with Roblox Lua in 24 Hours - The Official Roblox Guide (Paperback)
Official Roblox Books(Pearson)
R821 R738 Discovery Miles 7 380 Save R83 (10%) Ships in 9 - 15 working days

In just 24 lessons of one hour or less, Coding with Roblox Lua in 24 Hours: The Official Roblox Guide helps you learn all the skills and techniques you'll need to code your own Roblox experiences. Perfect for beginners, each short and easy lesson builds upon everything that's come before, helping you quickly master the essentials of Lua programming. Step-by-step instructions walk you through common questions, issues, and tasks; Q&As, Quizzes, and Exercises build and test your knowledge; "Did You Know?" tips offer insider advice and shortcuts; and "Watch Out!" alerts help you avoid pitfalls. Learn how to... * Code with properties, variables, functions, if/then statements, and loops * Organize information using arrays and dictionaries * Work with events to make things move, explode, count down, and do whatever you can imagine * Keep your code manageable with abstractions and object-oriented programming * Store data permanently to create leaderboards, inventories, and custom currency * Use raycasting to allow visitors to place their own objects, such as furniture and props, within your world

Quality of Experience Modeling for Cloud Gaming Services (Hardcover, 1st ed. 2022): Saman Zadtootaghaj Quality of Experience Modeling for Cloud Gaming Services (Hardcover, 1st ed. 2022)
Saman Zadtootaghaj
R3,466 Discovery Miles 34 660 Ships in 10 - 15 working days

This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.

Supercade - A Visual History of the Videogame Age 1971-1984 (Paperback, New Ed): Van Burnham Supercade - A Visual History of the Videogame Age 1971-1984 (Paperback, New Ed)
Van Burnham
R626 R553 Discovery Miles 5 530 Save R73 (12%) Ships in 12 - 17 working days

A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon-more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science-one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.

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

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

Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition): Glen Rhodes Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition)
Glen Rhodes
R2,115 Discovery Miles 21 150 Ships in 12 - 17 working days

If you want to take your Flash Professional 8 skills to a new level while learning how to produce games that rival anything available on the web, this is the book for you. Macromedia Flash Professional 8 Game Development is written by a professional game developer. Using the power of Flash and the most recent advancements in ActionScript, the book progresses through the entire development process to teach programmers and Web developers how to create professional quality games quickly. It teaches techniques for producing fast 3D effects that can be used with "cheat" techniques to produce powerful, high-performance results. It details the actual science of game development, including design, character development, the physics and motion of a game, and audio issues. And in this new edition, all of the latest features of Flash Professional 8 are covered, including the new sound channels, bitmap caching, texture pages, and more. The book covers many advanced topics in a simple, easy to understand way. It emphasizes the incredible power of the new BitmapData class and teaches how it can be used to take the performance of Flash games to a whole new level. It has never been easier to get right down to the pixel level and manipulate things at blazing speeds, making previously impossible games a breeze to make. So get to your computer, insert the CD-ROM, and prepare to begin your journey into the world of Flash Professional 8 game development.

Unity (R) Virtual Reality Development with VRTK4 - A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps... Unity (R) Virtual Reality Development with VRTK4 - A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps (Paperback, 1st ed.)
Christopher Coutinho
R1,822 R1,420 Discovery Miles 14 200 Save R402 (22%) Ships in 10 - 15 working days

Get hands-on practical knowledge of concepts and techniques for VR development using Unity (R) and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App and deployed across several platforms and hardware. What You Will Learn Understand how to develop Immersive VR experiences Create a VR simulator to test your project Generate advanced Spatial UI that you can interact with physically using your hands Who This Book Is For?Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and... The Ultimate Roblox Book: An Unofficial Guide, Updated Edition - Learn How to Build Your Own Worlds, Customize Your Games, and So Much More! (Paperback)
David Jagneaux, Heath Haskins
R390 R312 Discovery Miles 3 120 Save R78 (20%) Ships in 5 - 10 working days

Build and create your own Roblox world with this updated, easy-to-use guide. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm! With updated screenshots and instructions, The Ultimate Roblox Book, Updated Edition provides brand-new information on game changes and the latest features so you can make the most out of your Roblox game. With everything from instructions for playing the games to tips on creating your own worlds to the basics of coding, this updated guide gives you all the tools you need to get started.

Bottlenecks - Aligning UX Design with User Psychology (Paperback, 1st ed.): David C. Evans Bottlenecks - Aligning UX Design with User Psychology (Paperback, 1st ed.)
David C. Evans
R1,157 R920 Discovery Miles 9 200 Save R237 (20%) Ships in 10 - 15 working days

Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that determine whether customers will be receptive to your digital innovations. Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike. Innova tors in design and students of psychology will learn: The psychological processes determining users' perception of, engagement with, and recommendation of digital innovations Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness Strategies for marketing and product development in an age of social media and behavioral targeting Hypotheses for research that both academics and enterprises can perform to better meet users' needs Who This Book Is For Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content. Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector. Praise "Bottlenecks' is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action." - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products "Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age." - John Dirks, UX Director and Partner, Blink UX "Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both." - Josh Lamar, Sr. UX Lead, Microsoft Outlook

Minecraft Creative Mode - An Unofficial Kids' Guide (Paperback): Percy Leed Minecraft Creative Mode - An Unofficial Kids' Guide (Paperback)
Percy Leed
R195 Discovery Miles 1 950 Ships in 12 - 17 working days
Master the Mods! (Paperback): Talley Trevor Master the Mods! (Paperback)
Talley Trevor
R321 Discovery Miles 3 210 Ships in 12 - 17 working days
Dead by Daylight Complete guide & tips (Paperback): Lorena Borer Dead by Daylight Complete guide & tips (Paperback)
Lorena Borer
R295 Discovery Miles 2 950 Ships in 10 - 15 working days
Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback): David Kushner Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback)
David Kushner 2
R408 R305 Discovery Miles 3 050 Save R103 (25%) Ships in 12 - 17 working days

The behind-the-scenes story of the world's most notorious and controversial video games company - Rockstar Games. Jacked is the incredible story behind the phenomenon that changed video games for ever - Grand Theft Auto. Powerful politicians tried to stop it, parents and activists vigorously campaigned against it, but they couldn't stop GTA breaking records. GTA IV became the biggest entertainment product launch of all time, eclipsing all other books, films and music, and went on to become the most controversial video game in history. Now, after 10 years of research, David Kushner reveals how Sam Houser's company, Rockstar Games, made it all possible. He lifts the veil of secrecy around the team to show how a blend of creative genius, daring PR campaigns, big egos and an obsessive work ethic all came together to create a monster with a tendency to spiral out of control. Including the full story behind 'Hot Coffee' - the hidden sex minigame that nearly killed the game and the company - Jacked gets right to the heart of what it takes to make a classic computer game...

Beginning Unity Android Game Development - From Beginner to Pro (Paperback, 1st ed.): Kishan Takoordyal Beginning Unity Android Game Development - From Beginner to Pro (Paperback, 1st ed.)
Kishan Takoordyal
R1,393 R1,090 Discovery Miles 10 900 Save R303 (22%) Ships in 10 - 15 working days

Master the art of programming games for Android using the Unity3D game engine. This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. The book starts by explaining simple programming concepts to make beginners comfortable with the jargon. You will then learn to navigate around the Unity interface and use basic tools (hand, move, rotate, scale, and rect). You will also be acquainted with the creation of basic 3D objects in the game while understanding the purpose of several of Unity's windows. In the last chapters, you will learn to create a simple game for Android using the concepts studied in the previous chapters. Scripts will be written to handle the behaviors of the player and enemies as well as to handle other aspects of the game. The author shares tips along the way to help improve in-game performance, such as switching to the universal rendering pipeline when targeting mobile platforms. At the end of the book, you will have a solid knowledge in making basic Android games that can be upgraded later to make more complex games. What You Will Learn Explore basic Unity and C# programming concepts and scripting for Android games Navigate around the Unity interface and use its basic tools Make the most of popular components and features of Unity Write an Android game with optimizations Who This Book Is For Absolute beginners learning to program games for the Android platform using Unity3D. Basic knowledge of programming would be beneficial for the reader but is not required.

The Ultimate 80's Retro Gaming Collection - Essential Guide to Gaming's Greatest Decade (Hardcover): Dan Peel The Ultimate 80's Retro Gaming Collection - Essential Guide to Gaming's Greatest Decade (Hardcover)
Dan Peel
R650 R537 Discovery Miles 5 370 Save R113 (17%) Ships in 9 - 15 working days

An in-depth analysis of the best video game franchises, characters, consoles, and computers of the 1980's. Curating the most important games, including Pac Man, Tetris, Frogger, Outrun, Zelda, Super Mario, and more, as well as the hardware: the NES, C64, Sega Mega System, the Amiga 50, and more.

Computer Games - A Bibliography with Indexes (Hardcover): Blair Carte Computer Games - A Bibliography with Indexes (Hardcover)
Blair Carte
R1,861 R1,466 Discovery Miles 14 660 Save R395 (21%) Ships in 12 - 17 working days

The constant changes in technology have made a definitive impact on our daily lives, from work to play. And it is this 'play' part around which a lucrative industry has grown. From such humble beginnings as the game of Pong and the now-archaic Commodore 64, video games and computers have come a long way. Computers become obsolete seemingly as soon as they are purchased. Each year brings with it a new, hot game system that allows for more realism and high-tech features than last year's model, and a steady stream of game titles is a staple of any electronics store. Our collective obsession with computer games has led to criticism that we have become too sedentary and neglect 'real' life. However, many of these games involve intricate strategies and the use of hand-eye co-ordination. Aside from the multibillion industry of game production -- with such giants as Sega, Nintendo, and Microsoft -- considerable academic research has gone into devising the best tactics for game success. The cutting edge of technological thought and development shines in the area of the computer gaming, making what began as a simple and entertaining diversion into a serious and popular field of study and play. This book serves as a portal to the vast array of literature about computer games. A substantial and carefully selected bibliography is the central feature, with a thorough listing of the most relevant writings on the field of computer gaming highlighted. Further access to this information is then provided by author, title, and subject indexes. In order to stay abreast of the most recent advances in video gaming and computers, one must understand the base of knowledge this book cites, creating a valuable reference resource.

Beginning VFX with Autodesk Maya - Create Industry-Standard Visual Effects from Scratch (Paperback, 1st ed.): Abhishek Kumar Beginning VFX with Autodesk Maya - Create Industry-Standard Visual Effects from Scratch (Paperback, 1st ed.)
Abhishek Kumar
R1,693 R1,324 Discovery Miles 13 240 Save R369 (22%) Ships in 10 - 15 working days

Dive into the nuances of visual effects (VFX) design, from planning to execution, using Autodesk Maya. This book introduces the methods and techniques required for your first foray into 3D FX generation from scratch. You will start with the fundamentals of visual effects, including a history of VFX, tools and techniques for creating believable visual effects, and popular tools used in the industry. Next, you are introduced to Autodesk Maya and its various components that make it a favorite among professionals. You will learn how to create rigid body collisions and simulate realistic particles such as dust, fire, water, and more. This book also presents strategies for creating a vortex, rain, hair, fluids, and other soft body simulations and also demonstrates nature element simulations for computer-generated production. At the end of the book, there is a capstone project to make your own visual effects scene in a practical way. After going through this book, you will be able to start building computer-generated visual effects from your imagination through to production. What You Will Learn Understand the basic physics behind effect creation Create 3D visual effects scenes from scratch Know the details of dynamic simulation in the computer generation space using various functionalities available in Autodesk Maya Who This Book Is For Beginning-level users; students from the field of visual effects design, 3D modeling, and simulation; game designers; those creating computer graphics; FX artists and aspirants looking for a career in the field of 3D

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