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

Persona 4 Volume 10 (Paperback): Atlus Persona 4 Volume 10 (Paperback)
Atlus; Artworks by Shuji Sogabe
R321 R300 Discovery Miles 3 000 Save R21 (7%) Ships in 18 - 22 working days

Detective Dojima has been hospitalized, while young Nanako has been kidnapped to the TV World. Soji leads the investigation team on an urgent mission to save his smallest family member. Based the Persona 4 video game!

Serious Games for Enhancing Law Enforcement Agencies - From Virtual Reality to Augmented Reality (Paperback, 1st ed. 2019):... Serious Games for Enhancing Law Enforcement Agencies - From Virtual Reality to Augmented Reality (Paperback, 1st ed. 2019)
Babak Akhgar
R2,653 Discovery Miles 26 530 Ships in 18 - 22 working days

This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.

VR Integrated Heritage Recreation - Using Blender and Unreal Engine 4 (Paperback, 1st ed.): Abhishek Kumar VR Integrated Heritage Recreation - Using Blender and Unreal Engine 4 (Paperback, 1st ed.)
Abhishek Kumar
R1,305 R1,083 Discovery Miles 10 830 Save R222 (17%) Ships in 18 - 22 working days

Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create. You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines, you can digitally recreate historical settings for games. What You Will Learn Create high-quality, optimized models suitable for any 3D game engine Master the techniques of texturing assets using Substance Painter and Quixel Megascans Keep assets historically accurate Integrate assets with the game engine Create visualizations with Unreal Engine 4 Who Is This Book For Game developers with some experience who are eager to get into VR-based games

100 Greatest Video Game Franchises (Hardcover): Robert Mejia, Jaime Banks, Aubrie Adams 100 Greatest Video Game Franchises (Hardcover)
Robert Mejia, Jaime Banks, Aubrie Adams
R1,586 Discovery Miles 15 860 Ships in 10 - 15 working days

Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset - to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game's cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.

Minecraft Crafting - An Unofficial Kids' Guide (Paperback): Linda Zajac Minecraft Crafting - An Unofficial Kids' Guide (Paperback)
Linda Zajac
R246 Discovery Miles 2 460 Ships in 18 - 22 working days
Zune Game Development using XNA 3.0 (Paperback, 1st ed.): Dan Waters Zune Game Development using XNA 3.0 (Paperback, 1st ed.)
Dan Waters
R1,155 R983 Discovery Miles 9 830 Save R172 (15%) Ships in 18 - 22 working days

XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games.

Zune Game Development Using XNA 3.0 is a comprehensive book that will guide you through the many aspects of XNA game development and their specific implementations on the Zune platform. The book addresses Zune game development concepts in detail and shows you how to apply them in practical, stepbystep examples, building complete, working XNA 3.0 examples along the way that you can download and play. What you'll learn Design practical games for the Zune. Discover the ways in which you can develop content for the Zune. Understand what makes the development of Zune games different from the development of PC and console games. Create Zune games, from the simple to the complex, with complete working examples for you to play and learn from. Use the XNA 3.0 Framework to play music from Zune's library and your own custom sounds to enrich your games. Understand how to take advantage of Zune's wireless system to create multi-player games. Who this book is for

This book is aimed at gaming enthusiasts with a good understanding of basic C# (the language underlying XNA) who want to create games for the Zune media player. Some knowledge of common game elements such as sprites, game loops, and animation would be helpful but is not required. (Readers looking for such a foundation can consultBeginning XNA 3.0 Game Programming for a comprehensive primer.)

Return to Monkey Island Complete guide & tips (Paperback): Monty Bode Return to Monkey Island Complete guide & tips (Paperback)
Monty Bode
R300 Discovery Miles 3 000 Ships in 18 - 22 working days
Beginning PBR Texturing - Learn Physically Based Rendering with Allegorithmic's Substance Painter (Paperback, 1st ed.):... Beginning PBR Texturing - Learn Physically Based Rendering with Allegorithmic's Substance Painter (Paperback, 1st ed.)
Abhishek Kumar
R1,391 R1,144 Discovery Miles 11 440 Save R247 (18%) Ships in 18 - 22 working days

Delve into the concepts of physically based rendering (PBR) using Allegorithmic's Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground up Create production-ready textured models from scratch Integrate PBR textures with standard 3D modeling and rendering applications Create portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology

100 Greatest Console Video Games: 1988-1998 (Hardcover): Brett Weiss 100 Greatest Console Video Games: 1988-1998 (Hardcover)
Brett Weiss
R905 R784 Discovery Miles 7 840 Save R121 (13%) Ships in 18 - 22 working days

The best of the best in gaming from a single decade: 19881998! As most gamers know, this ten-year period is incredibly crucial. It was during this time that the NES reached its zenith with such titles as Contra and Super Mario Bros. 3, the Sega Genesis blew everyone away with Sonic the Hedgehog, the Super Nintendo released to critical acclaim, the Sony PlayStation took video games to the next level, and the Nintendo 64 broke new ground with 3-D Mario and Zelda. Amazing! This book covers the era in great detail, with each game getting an in-depth essay that includes history, development info, nostalgic stories, and much more. The author wrote more than a dozen of the essays, with other writers and industry notables contributing essays on their favorite games as well. Finally, the follow-up to The 100 Greatest Console Video Games: 19771987 is here!

Virtual Reality with VRTK4 - Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit (Paperback, 1st... Virtual Reality with VRTK4 - Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit (Paperback, 1st ed.)
Rakesh Baruah
R1,417 R1,170 Discovery Miles 11 700 Save R247 (17%) Ships in 18 - 22 working days

Virtual reality is quickly becoming the next medium to communicate your ideas. Once siloed in make-believe world of science fiction, virtual reality can now touch any aspect of your life. This book shows you how to create original virtual reality content using the Unity game engine and the Virtual Reality Tool Kit. By the end of the book you'll be creating your own virtual reality experience using the fundamental building blocks within. You'll start by reviewing spatial computing, an emerging field that encompasses self-driving cars to space exploration. You'll also create your own virtual reality environments for use on headsets such as those from Oculus and HTC. Using the Unity3D game engine and the Virtual Reality Toolkit on a computer or laptop, you will walk through the fundamentals of virtual reality with as little code as possible. That is the beauty of Unity and the Virtual Reality Toolkit. You will discover how to use buttons in a virtual space, gaze-tracking for user input, and physics for enabling interaction between a human and a virtual space. From game design to education to healthcare to human resources, virtual reality offers new and creative ways to engage users, students, patients, customers, and more. Not a coding book, Virtual Reality with VRTK4 shows that you don't need to be a computer or graphics whiz to begin creating your own virtual reality experiences. What You'll Learn Grasp Virtual Reality Toolkit and its interaction with Unity3D Explore the fundamental science of virtual reality Review the inner workings of Unity3D and its integration with VRTK Understand the big picture of C# coding in Unity3D Incorporate head and hand movement into virtual experiences Who This Book Is For Creative professionals or students who are familiar with computer design programs and want to begin prototyping their own original virtual reality work as quickly as possible.

Trik 1.0 - Contract Bridge for the Apple II (Paperback): Jim Hilger Trik 1.0 - Contract Bridge for the Apple II (Paperback)
Jim Hilger
R398 Discovery Miles 3 980 Ships in 18 - 22 working days
Terminal Boredom (Paperback): Karl Bunker Terminal Boredom (Paperback)
Karl Bunker
R452 Discovery Miles 4 520 Ships in 18 - 22 working days
Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018): Georgios N. Yannakakis, Julian... Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018)
Georgios N. Yannakakis, Julian Togelius
R1,041 Discovery Miles 10 410 Ships in 18 - 22 working days

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Raspberry Pi Retro Gaming - Build Consoles and Arcade Cabinets to Play Your Favorite Classic Games (Paperback, 1st ed.): Mark... Raspberry Pi Retro Gaming - Build Consoles and Arcade Cabinets to Play Your Favorite Classic Games (Paperback, 1st ed.)
Mark Frauenfelder, Ryan Bates
R1,010 R864 Discovery Miles 8 640 Save R146 (14%) Ships in 18 - 22 working days

Learn to configure a Raspberry Pi into multiple different devices capable of playing retro games. Beyond theory, this book focuses heavily on projects-such as making a console to attach to a TV or computer display and making a tabletop arcade machine. It also teaches you how to install and use the Kodi media center on your retro game player. tart with the big-picture of the Raspberry Pi retro-gaming landscape and the wide range of exciting project opportunities that exist. You'll then discover the various retro-gaming emulation platforms, such as RetroPie and Recalbox, and how to work with ROM files. This book even goes a step further and teaches you how to create game ROMs from your old cartridges! You'll also study the types of game playing equipment people have made using Raspberry Pis and how to set up a Raspberry Pi with those devices. Retro-gaming enthusiasts are using the Pi to make a dizzying variety of game playing hardware. There are players that fit in an Altoids mint tin, players that look like classic systems, and players that let you choose from over 20,000 game titles. And there are emulators for every platform imaginable, and many models available online to download and make on a 3D printer or laser cutter. Raspberry Pi Retro Gaming includes everything you need to know about playing retro games on a Raspberry Pi and making cool machines that play thousands of retrogames. What You'll Learn Use Tinkercad to design your own cases Get your case 3D printed if you don't have a 3D printer Design parts for laser cutting or jigsaw cutting Solder and use electronics components, batteries, and power supplies Select and set up different kinds of displays Who This Book Is For Anyone interested in playing retrocomputer games and making their own retro-game players.

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.

Pervasive Games - Theory and Design (Paperback): Markus Montola, Jaakko Stenros, Annika Waern Pervasive Games - Theory and Design (Paperback)
Markus Montola, Jaakko Stenros, Annika Waern
R1,684 Discovery Miles 16 840 Ships in 10 - 15 working days

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing.

BBC micro:bit Recipes - Learn Programming with Microsoft MakeCode Blocks (Paperback, 1st ed.): Pradeeka Seneviratne BBC micro:bit Recipes - Learn Programming with Microsoft MakeCode Blocks (Paperback, 1st ed.)
Pradeeka Seneviratne
R1,211 R1,015 Discovery Miles 10 150 Save R196 (16%) Ships in 18 - 22 working days

Build engaging programs for the BBC micro:bit using Microsoft's MakeCode web editor. Using this open source platform, you'll learn to program in an accessible way that easily translates into real-world programming. BBC micro:bit Recipes is a practical guide with a problem-solving approach. It provides exact solutions for common application development problems for the micro:bit using MakeCode. You'll discover and apply techniques that can be used to build simple games with sprites, keep score, and control game play. The micro:bit is a small programmable device that is a cross between a very small computer and a programmable embedded board. It is easy to program, extremely versatile, and designed with young learners in mind. In particular, it is designed to be easy for people who have never programmed before. By the end of this book, you'll have the foundation to build programs with the Microsoft MakeCode editor and use and process data with built-in sensors, such as accelerometer, compass, temperature, touch, and light. You'll also see how to work with communication protocols, such as Serial, I2C, and SPI and how to use variables, loops, logic, arrays, math and functions to easily solve problems. What You'll Learn Display text, images, and animations on the micro:bit display Connect external sensors and process data Make and play music through speakers and headphones Use Bluetooth service to communicate with Smartphones and tablets Who This Book Is For Those who are interested in learning to program the BBC micro:bit with Microsoft MakeCode. The difficulty level falls from beginner to intermediate level.

Location-Based Gaming - Play in Public Space (Paperback, Softcover reprint of the original 1st ed. 2019): Dale Leorke Location-Based Gaming - Play in Public Space (Paperback, Softcover reprint of the original 1st ed. 2019)
Dale Leorke
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with 'locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokemon Go and its incorporation into 'smart city' strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players' engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Beginning 3D Game Development with Unity 4 - All-in-one, multi-platform game development (Paperback, 2nd ed.): Sue Blackman Beginning 3D Game Development with Unity 4 - All-in-one, multi-platform game development (Paperback, 2nd ed.)
Sue Blackman
R2,135 R2,004 Discovery Miles 20 040 Save R131 (6%) Ships in 9 - 17 working days

Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game-including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Gears Tactics - The Art of the Game (Hardcover): Titan Books Gears Tactics - The Art of the Game (Hardcover)
Titan Books
R745 Discovery Miles 7 450 Ships in 10 - 15 working days

The official art book for the video game Gears Tactics. Gears Tactics is the fast-paced, turn-based strategy game from one of the most-acclaimed video game franchises - Gears of War. Outnumbered and fighting for survival, recruit and command your squad to hunt down an evil mastermind who makes monsters. In this lavish book, the full development process of the characters, weapons, armor, enemies and environments of the game is uncovered. From initial sketches through to beautiful final production art, the evolution of Gears Tactics is revealed, accompanied by fascinating insight from the artists and developers. Take a step into the war-scarred world of Sera and experience Gears of War from a whole new perspective.

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
R1,521 Discovery Miles 15 210 Ships in 10 - 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.

Practical Shader Development - Vertex and Fragment Shaders for Game Developers (Paperback, 1st ed.): Kyle Halladay Practical Shader Development - Vertex and Fragment Shaders for Game Developers (Paperback, 1st ed.)
Kyle Halladay
R1,548 R1,275 Discovery Miles 12 750 Save R273 (18%) Ships in 18 - 22 working days

It's time to stop thinking that shaders are magical. You can use shaders to turn data into stunning visual effects, and get your hands dirty by building your own shader with this step-by-step introduction to shader development for game and graphics developers. Learn how to make shaders that move, tint, light up, and look awesome, all without cracking open a math textbook. Practical Shader Development teaches the theory behind how shaders work. The book also shows you how to apply that theory to create eye-popping visual effects. You'll learn to profile and optimize those effects to make sure your projects keep running quickly with all their new visuals. You'll learn good theory, good practices, and without getting bogged down in the math. Author Kyle Halladay explains the fundamentals of shader development through simple examples and hands-on experiments. He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. What You'll Learn Understand what shaders are and how they work Get up to speed on the nuts and bolts of writing vertex and fragment shaders Utilize color blending and know how blend equations work Know the coordinate spaces used when rendering real-time computer graphics Use simple math to animate characters, simulate lights, and create a wide variety of visual effects Find and fix performance problems in shaders See how three popular game engines (Unity, UE4, Godot) handle shaders Who This Book Is For Programmers who are interested in writing their own shaders but do not know where to start, anyone who has ever seen shader code on a forum and wished they knew how to modify it just a little bit to fit into their own projects, and game developers who are tired of using the default shaders found in the game engines they are using. The book is especially useful for those who have been put off by existing shader tutorials which introduce complex math and graphics theory before ever getting something on the screen.

Understanding Game Application Development - With Xamarin.Forms and ASP.NET (Paperback, 1st ed.): Vincent Maverick S. Durano Understanding Game Application Development - With Xamarin.Forms and ASP.NET (Paperback, 1st ed.)
Vincent Maverick S. Durano
R747 R661 Discovery Miles 6 610 Save R86 (12%) Ships in 18 - 22 working days

Learn to build a simple data-driven mobile game application using the power of Xamarin.Forms, ASP.NET, the Web API, and SignalR with this short book. In it you will build a cross-platform mobile application that targets both iOS and Android, connect your app with your database using Entity Framework, and implement real-time syncing functionality using SignalR. Understanding Game Application Development starts by giving you an overview of the development tools, an installation guide, and a list of prerequisites. You will learn how to manage application flow, create your workspace, and set up your database. Next, you will see how to access data for handling CRUD operations and define the necessary API endpoints. Further, you will build a mobile application with Xamarin.Forms, both in iOS and in Android. You will also understand the deployment and testing process as well as how to build a real-time leader board using ASP.NET MVC and SignalR. Finally, you will understand how to publish your source code on GitHub from Visual Studio 2017. What You Will Learn Understand the basic concept and fundamentals of the technologies used for building the applications Set up your development environment Create a SQL database from scratch Implement a data access layer Define REST service endpoints using the Web API Deploy, test, and debug iOS and Android applications Push your source code to GitHub Who This Book Is For .NET developers who want to jump on mobile application development with Xamarin and learn with practical examples.

Beginning iOS AR Game Development - Developing Augmented Reality Apps with Unity and C# (Paperback, 1st ed.): Allan Fowler Beginning iOS AR Game Development - Developing Augmented Reality Apps with Unity and C# (Paperback, 1st ed.)
Allan Fowler
R988 R842 Discovery Miles 8 420 Save R146 (15%) Ships in 18 - 22 working days

Create a fully featured application that's both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices. No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You'll learn to program with the Unity 2017 development platform using C#. Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple's part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with. Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences. What You'll Learn Download assets from the Unity store Create a scene in Unity 2017 Use physics and controls on mobile devices Who This Book Is For Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels.

Breaking Out of the Games Industry (Paperback, 2nd New edition): Matthew M. White Breaking Out of the Games Industry (Paperback, 2nd New edition)
Matthew M. White
R1,456 Discovery Miles 14 560 Ships in 10 - 15 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.

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