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

Beginning Android Games (Paperback, 1st ed.): Mario Zechner Beginning Android Games (Paperback, 1st ed.)
Mario Zechner
R1,037 R916 Discovery Miles 9 160 Save R121 (12%) Ships in 18 - 22 working days

Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics: * The fundamentals of game development * The Android platform basics to apply those fundamentals in the context of making a game * The design of 2D and 3D games and their successful implementation on the Android platform What you'll learn * How to set up and use the development tools for developing your first Android application * The fundamentals of game programming in the context of the Android platform * How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals * How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES. * How to create a full-featured 3D game * How to publish your games, get crash reports, and support your users * How to complete your own playable 2D OpenGL games Who this book is for This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

LEGO MINDSTORMS NXT 2.0 - The King's Treasure (Paperback, 1st ed.): James Floyd Kelly, Christopher Smith LEGO MINDSTORMS NXT 2.0 - The King's Treasure (Paperback, 1st ed.)
James Floyd Kelly, Christopher Smith
R712 R641 Discovery Miles 6 410 Save R71 (10%) Ships in 18 - 22 working days

Follow the adventures of Evan and his archaeologist uncle as they explore for treasure from an ancient kingdom. Help them succeed by building a series of five robots using LEGO's popular MINDSTORMS NXT 2.0 robotics kit. Without your robots, Evan and his uncle are doomed to failure and in grave danger. Your robots are the key to their success in unlocking the secret of The King's Treasure

In this sequel to the immensely popular book, LEGO MINDSTORMS NXT: The Mayan Adventure, you get both an engaging story and a personal tutorial on robotics programming. You'll learn about the motors and sensors in your NXT 2.0 kit. You'll learn to constructively brainstorm solutions to problems. And you'll follow clear, photo-illustrated instructions that help you build, test, and operate a series of five robots corresponding to the five challenges Evan and his uncle must overcome in their search for lost treasure.Provides an excellent series of parent/child projects Builds creative and problem-solving skills Lays a foundation for success and fun with LEGO MINDSTORMS NXT 2.0

Please note: the print version of this title is black & white; the eBook is full color. What you'll learn Build working robots using the LEGO MINDSTORMS NXT 2.0 kit Constructively brainstorm solutions to challenging problems Troubleshoot when your robots do not work as you expect Design with a repeatable method, not randomly Document your designs using the Design Journal Worksheet Program your robots using the NXT-G graphical programming language Who this book is for

LEGO MINDSTORMS NXT 2.0: The King's Treasure is written for children ages 10 and up who want to learn to design, build, and operate robots using LEGO's immensely popular MINDSTORMS NXT 2.0 robotics kit. The book leads readers through a series of five projects centered on an engaging story line. It can be read by kids alone, or it can provide the spark for a wonderful series of parent/child activities. Teachers and FIRST LEGO League leaders can use the book teach NXT 2.0 programming, and will find complete instructions for building five sample robots and creating five programs. Table of Contents Turns and Tricks MazerunnerPlanning and Design MazeBotBuild It MazeRunnerProgram It Swing and Switch RopeSwingerDesign and Planning RopeSwingerBuild It RopeSwingerProgram It Hook and Pull RingTosserDesign and Planning RingTosserBuild It RingTosserProgram It Rock and Roll RampRiderDesign and Planning RampRiderBuild It RampRiderProgram It Grab and Release ZipLinerDesign and Planning ZipLinerBuild It ZipLinerProgram It Treasure and Discovery

Beginning C++ Through Game Programming (Paperback, 3rd Revised edition): Michael Dawson Beginning C++ Through Game Programming (Paperback, 3rd Revised edition)
Michael Dawson
R842 Discovery Miles 8 420 Ships in 10 - 15 working days

"Beginning C++ Through Game Programming, Third Edition" approaches learning C++ from the unique and fun perspective of games. Written for the beginning game developer or programmer, the book assumes no previous programming experience and each new skill and concept is taught using simple language and step-by-step instructions. Readers will complete small projects in each chapter to reinforce what they've learned and a final project at the end combines all of the major topics covered in the book. Featuring twenty five percent new material, this third edition covers all the latest technology and advances.

The Game Audio Tutorial - A Practical Guide to Sound and Music for Interactive Games (Paperback): Richard Stevens, Dave Raybould The Game Audio Tutorial - A Practical Guide to Sound and Music for Interactive Games (Paperback)
Richard Stevens, Dave Raybould
R1,639 Discovery Miles 16 390 Ships in 10 - 15 working days

Sound can make or break the visual experience of a video game. If you press a button, and you hear a click, you know you are playing a game, without the click, you are merely interacting with an image on the screen. Sound elevates the experience of a game, and is obviously a KEY ingredient to the success of a game. This book goes out to sound designers and music composers for games who may be able to pick up on the theories and concepts in other books, but will need the book that shows them just how to get their first demo reel done. Stevens and Raybould get right into the heart of sound design and implemention, providing real practical examples to learn from, so that composers and designers can quickly develop the skills they need to design sound and music for games. This hands-on book guides students and professionals through the whole development process of how to create and implement sound and music for games. Stevens and Raybould offer a hugely effective teaching tool to engage students: a complete set of tools and interactive tutorials that are fully tested and proven to work in a University setting. The book comes with a powerful associated web site including 20 videos (10 mins each) with screen captures, voice over and interactive commentary, several hundred sound files that designers can plug right into their own games, and a unique tutorial game level for readers to play and learn in - so that they can experience, interact, and see exactly how sounds are applied in a real game. This is the best vehicle for learning how to create compelling sound and music for games - a truly unique approach that gets designers and students up and running quickly.

Exploring Game Mechanics - Principles and Techniques to Make Fun, Engaging Games (Paperback, 1st ed.): Maithili Dhule Exploring Game Mechanics - Principles and Techniques to Make Fun, Engaging Games (Paperback, 1st ed.)
Maithili Dhule
R825 R714 Discovery Miles 7 140 Save R111 (13%) Ships in 18 - 22 working days

Learn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game. Exploring Game Mechanics is a cornucopia of concepts related to gameplay mechanics that you can use to create games that are fun and rewarding to play. Dive into key gameplay elements that improve the player experience, such as implementing in-game tutorials, controlling the flow of player-choice-based games, and building a game narrative through storytelling. Understand how to establish the game's end goal for the player to work towards by creating quests, missions, and objectives. Explore the key ideas behind creating immersive game worlds, generating better NPCs and enemies, and controlling the in-game economy. Finally, discover the unique mechanics that make established industry games so successful. What You Will Learn Discover the key elements that make gameplay immersive and entertaining Develop players and NPCs through customization and levelling up Gain insight into the tried-and-tested concepts behind modern-day games Who Is This Book ForGame development enthusiasts with little to no knowledge of game mechanics will find the content informative and useful.

Making Great Games - An Insider's Guide to Designing and Developing the World's Greatest Video Games (Paperback,... Making Great Games - An Insider's Guide to Designing and Developing the World's Greatest Video Games (Paperback, New)
Michael Wyman
R1,300 Discovery Miles 13 000 Ships in 10 - 15 working days

How are the world's best videogames created? Are they truly hatched through marathon all-night sessions of acne-ridden, junk food-eating programmers and artists huddled in front of multiple monitors cranking out code and content? Which key decisions determine whether or not a particular game will be a hit? What's crunch time really like? Journey behind the scenes to learn the truth about how the world's greatest videogames get made. Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from teams large and small, from single-person independent projects (Linerider), to casual game classics (Diner Dash), PC titles (Spore) to AAA Console games (NBA Live), and including modern-day masterpieces (Halo, Rock Band and World of Warcraft), learn from the creators about how these games were made, and hear their stories from the trenches of videogames production. The second part of the book provides real-world, hands-on advice you can start using immediately to make your own games better. Thorough and detailed analysis of common, proven best practices give you specific nuts and bolts tools to implement at any phase of your game project, from concept development through prototyping, production, testing and launch. The book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

An Introduction to HTML5 Game Development with Phaser.js (Paperback, 3rd Edition): Travis Faas An Introduction to HTML5 Game Development with Phaser.js (Paperback, 3rd Edition)
Travis Faas
R1,540 R1,432 Discovery Miles 14 320 Save R108 (7%) Ships with 15 working days

Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.

Key Features

Chapter objectives and examples with sample code make concepts easy to grasp

Master questions and chapter summaries further help to solidify these concepts

Feature boxes that contain important hints and things to note help keep readers on the right path

This book uses a "building blocks" approach to game development and starts with the technology required to get things running

Each chapter will be a small sample game that demonstrates one piece of Phaser.js, giving the reader time to grasp and understand the core concepts

Subsequent chapters will demonstrate new features, building upon the knowledge of previous examples

Table of Contents

Chapter 1: Introduction

Chapter 2: About HTML5 Games

Chapter 3: Workspace Setup

Chapter 4: Phaser – Basic Setup

Chapter 5: Phaser Basics

Chapter 6: Game Examples

Chapter 7: Deployment

Chapter 8: Conclusion

Appendices

Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Paperback): Mack Enns Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Paperback)
Mack Enns
R1,542 Discovery Miles 15 420 Ships in 10 - 15 working days

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

On the Way to Fun - An Emotion-Based Approach to Successful Game Design (Paperback): Roberto Dillon On the Way to Fun - An Emotion-Based Approach to Successful Game Design (Paperback)
Roberto Dillon
R1,519 Discovery Miles 15 190 Ships in 10 - 15 working days

How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In "On the Way to Fun," the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.

Doom Guy - Life in First Person (Hardcover): John Romero Doom Guy - Life in First Person (Hardcover)
John Romero
R640 R566 Discovery Miles 5 660 Save R74 (12%) Ships in 9 - 17 working days

The inspiring, long-awaited autobiography of video game designer and DOOM cocreator John RomeroDOOM Guy: Life in First Person is the long-awaited autobiography of John Romero, gaming's original rock star and the cocreator of DOOM, Quake, and Wolfenstein-some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty. Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career-from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd. His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design, where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero's parents' mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story his youth-a story that has never before been revealed. After years in the gaming spotlight, Romero is now telling his story-THE WHOLE STORY-in his own words.

From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed): Karen Collins From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed)
Karen Collins
R1,578 Discovery Miles 15 780 Ships in 10 - 15 working days

Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.

The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover): Bethesda Softworks The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories (Hardcover)
Bethesda Softworks 2
R867 R771 Discovery Miles 7 710 Save R96 (11%) Ships in 18 - 22 working days

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

Persona 5: Mementos Mission Volume 3 (Paperback): Rokuro Saito Persona 5: Mementos Mission Volume 3 (Paperback)
Rokuro Saito; Edited by Atlus; Artworks by Rokuro Saito
R360 Discovery Miles 3 600 Ships in 10 - 15 working days

A mysterious group of phantom thieves skulks in the shadows of Tokyo, changing the hearts of corrupt adults. But behind their masks are--normal teenagers and a talking black cat?! PERSONA 5: MEMENTOS MISSION is an all-new mystery featuring the cast of PERSONA 5. IN THIS VOLUME: Rivals Ren Amamiya and the famous high school detective Goro Akechi team up to bring this mystery to an end. Will the true identity of the mysterious Twin Fang Killer be revealed? Mystery solving, fishing, and homework... this slice of Ren's extremely busy phantom thief life comes to an end!

Street Fighter V Volume 1: Champions Rising (Hardcover): Ken Siu-Chong, Matt Moylan Street Fighter V Volume 1: Champions Rising (Hardcover)
Ken Siu-Chong, Matt Moylan; Edited by Matt Moylan; Artworks by Hanzo Steinbach, Jeffrey Chamba Cruz, …
R1,268 R1,034 Discovery Miles 10 340 Save R234 (18%) Ships in 9 - 17 working days

Enter the world of Street Fighter, where fighters of every size, shape and color collide in a global battle for supremacy. In this volume: New challengers rise up, while longtime favorites take their martial arts to the next level! The mysterious Menat confronts Shadaloo, Nash returns from the grave, Ken confronts his dark side, Alex faces off with the Mad Gear Gang, Sakura and Karin cross fists one final time, and Akuma descends into a demonic hellscape! This volume collects: Street Fighter V #1, SFV: Wrestling Special #1, SF: Charlie Nash #1, SF: Menat #1, SF: Wrestlepalooza #1, SF: Sakura VS Karin #1, SF: Necro & Effie #1, SF: Akuma VS Hell #1, SF: Super Combo Special, Ultra Street Fighter II #1

Encyclopedia of Weird Detectives - Supernatural and Paranormal Elements in Novels, Pulps, Comics, Film, Television, Games and... Encyclopedia of Weird Detectives - Supernatural and Paranormal Elements in Novels, Pulps, Comics, Film, Television, Games and Other Media (Paperback)
Paul Green
R1,399 R862 Discovery Miles 8 620 Save R537 (38%) Ships in 10 - 15 working days

The detective genre has explored supernatural and paranormal themes throughout its colorful history. Stories of detectives investigating spiritualists, ghostly apparitions, the occult and psychics have spanned pulp fiction magazines, comic books, novels, film, television, animation and video games. This encyclopedia covers the history of the genre in its multiple forms and informs and adds to the knowledge of either the new or informed reader. Its A-Z format provides ready reference by title, detective fans browsing for new discoveries will enjoy the entertaining style.

Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition): Glen Rhodes Macromedia Flash Professional 8 Game Development (Paperback, 2nd Revised edition)
Glen Rhodes
R2,017 Discovery Miles 20 170 Ships in 10 - 15 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.

Story and Simulations for Serious Games - Tales from the Trenches (Paperback): Nick Iuppa, Terry Borst Story and Simulations for Serious Games - Tales from the Trenches (Paperback)
Nick Iuppa, Terry Borst
R1,204 Discovery Miles 12 040 Ships in 10 - 15 working days

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
*Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level.
*Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making.
*Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects

GPU Pro 360 Guide to Rendering - Guide to Rendering (Paperback): Wolfgang Engel GPU Pro 360 Guide to Rendering - Guide to Rendering (Paperback)
Wolfgang Engel
R1,820 Discovery Miles 18 200 Ships in 18 - 22 working days

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

Game Engine Architecture, Third Edition (Hardcover, 3rd edition): Jason Gregory Game Engine Architecture, Third Edition (Hardcover, 3rd edition)
Jason Gregory
R2,757 Discovery Miles 27 570 Ships in 10 - 15 working days

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

The Video Game Theory Reader (Paperback): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Paperback)
Mark J.P. Wolf, Bernard Perron
R1,682 Discovery Miles 16 820 Ships in 10 - 15 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

Simulation and Gaming for Social Design (Paperback, 1st ed. 2021): Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa Simulation and Gaming for Social Design (Paperback, 1st ed. 2021)
Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa
R3,791 Discovery Miles 37 910 Ships in 18 - 22 working days

This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

The Legend Of Zelda Encyclopedia (Hardcover): Nintendo The Legend Of Zelda Encyclopedia (Hardcover)
Nintendo 1
R1,140 R921 Discovery Miles 9 210 Save R219 (19%) Ships in 10 - 15 working days
The Way We Play - Theory of Game Design (Paperback, 1st ed.): Michael Killick The Way We Play - Theory of Game Design (Paperback, 1st ed.)
Michael Killick
R994 R847 Discovery Miles 8 470 Save R147 (15%) Ships in 18 - 22 working days

Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games. Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production. What You Will Learn Understand theories within games design Grasp what it takes to design and create your first game Look back at previous popular games and what made them so great Cover all aspects of design to allow you to begin designing your first video game Who Is This Book For: Anyone who would like to explore the fundamentals of game design and the theory behind it. This is also a chance to learn what goes into a game and how a game can be designed to be fun.

Procedural Generation in Godot - Learn to Generate Enjoyable Content for Your Games (Paperback, 1st ed.): Christopher Pitt Procedural Generation in Godot - Learn to Generate Enjoyable Content for Your Games (Paperback, 1st ed.)
Christopher Pitt
R1,000 R854 Discovery Miles 8 540 Save R146 (15%) Ships in 18 - 22 working days

Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques. In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments. You'll learn how to create a seeding system, so that you can replay great levels with your friends. We'll cover how to create good tilesets, how to use the tilemap editor effectively, and how to inject just the right amount of logic into an otherwise automated machine that is your own personal procedural content generation engine. We will use 2D examples to demonstrate the concepts covered throughout the book. By the time you complete this book, you'll have a good handle on how to add procedural generation to your games. What You Will Learn Learn to set up the perfect content generation system Master the tools for randomization and repeatability Understand how much content to craft versus how much to generate Who This Book Is For Basic familiarity with the Godot engine and GDScript is essential. While all concepts are explained in the book, it can be overwhelming learning these techniques at the same time as learning the engine.

Introduction to Unity ML-Agents - Understand the Interplay of Neural Networks and Simulation Space Using the Unity ML-Agents... Introduction to Unity ML-Agents - Understand the Interplay of Neural Networks and Simulation Space Using the Unity ML-Agents Package (Paperback, 1st ed.)
Dylan Engelbrecht
R825 R713 Discovery Miles 7 130 Save R112 (14%) Ships in 18 - 22 working days

Demystify the creation of efficient AI systems using the model-based reinforcement learning Unity ML-Agents - a powerful bridge between the world of Unity and Python. We will start with an introduction to the field of AI, then discuss the progression of AI and where we are today. We will follow this up with a discussion of moral and ethical considerations. You will then learn how to use the powerful machine learning tool and investigate different potential real-world use cases. We will examine how AI agents perceive the simulated world and how to use inputs, outputs, and rewards to train efficient and effective neural networks. Next, you'll learn how to use Unity ML-Agents and how to incorporate them into your game or product. This book will thoroughly introduce you to ML-Agents in Unity and how to use them in your next project. What You Will Learn Understand machine learning, its history, capabilities, and expected progression Gives a step-by-step guide to creating your first AI Presents challenges of varying difficulty, along with tips to reinforce concepts covered Broad concepts within AI Who Is This Book For Tthose interested in machine learning using Unity ML-Agents. To get the best out of this book, you should have a fundamental understanding of C#, some background in Python, and are well versed in Unity.

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