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

Test Drive Blender - A Starter Manual for New Users (Paperback): John M. Blain Test Drive Blender - A Starter Manual for New Users (Paperback)
John M. Blain
R1,530 Discovery Miles 15 300 Ships in 12 - 19 working days

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.

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
R2,182 Discovery Miles 21 820 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.

Whose Game? - Gender and Power in Fantasy Sports (Paperback): Rebecca Joyce Kissane, Sarah Winslow Whose Game? - Gender and Power in Fantasy Sports (Paperback)
Rebecca Joyce Kissane, Sarah Winslow
R815 Discovery Miles 8 150 Ships in 12 - 19 working days

Fantasy sports have the opportunity to provide a sporting community in which gendered physical presence plays no role-a space where men and women can compete and interact on a level playing field. Whose Game? shows, however, that while many turn to this space to socialize with friends or participate in a uniquely active and competitive fandom, men who play also depend on fantasy sports to perform a boyhood vision of masculinity otherwise inaccessible to them. Authors Rebecca Kissane and Sarah Winslow draw on a rich array of survey, interview, and observational data to examine how gender, race, and class frame the experiences of everyday fantasy sports players. This pioneering book examines gendered structures and processes, such as jock statsculinity-a nerdish form of masculine one-upmanship-and how women are often rendered as outsiders. Ultimately, Whose Game? demonstrates that fantasy sports are more than just an inconsequential leisure activity. This online world bleeds into participants' social lives in gendered ways-forging and strengthening relationships but also taking participants' time and attention to generate negative emotions, stress, discord, and unproductivity.

No-Code Video Game Development Using Unity and Playmaker (Paperback): Michael Kelley No-Code Video Game Development Using Unity and Playmaker (Paperback)
Michael Kelley
R1,771 Discovery Miles 17 710 Ships in 12 - 19 working days

In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!

Games User Research (Hardcover): Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke Games User Research (Hardcover)
Anders Drachen, Pejman Mirza-Babaei, Lennart Nacke
R1,454 Discovery Miles 14 540 Ships in 12 - 19 working days

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Learn GameSalad for iOS - Game Development for iPhone, iPad, and HTML5 (Paperback, 1st ed.): David Guerineau Learn GameSalad for iOS - Game Development for iPhone, iPad, and HTML5 (Paperback, 1st ed.)
David Guerineau
R1,338 Discovery Miles 13 380 Ships in 10 - 15 working days

So you have a great idea for an iPhone or iPad game, but you've never programmed before. Where to start? Here With GameSalad, you can design, build, and publish a 2D game in the App Store using an easy-to-use, no-programming-requiredgame creation tool. Learn GameSalad for iOSshows you how to set up your development environment and how to create a variety of simple 2D games from a breakout-style game to an arcade shooter to a maze game. You'll also learn how to use GameSalad to create a non-game app as well.This book also takes you beyond game development into getting your game into the App Store, using iAd, and marketing your game.A clear, step-by-step approach to GameSalad for the complete beginner Create fun, complete, and fully functional game projects An idea to App Store publishing guide What you'll learn How to set up your game design environment How to design a complete game from idea to publication with GameSalad The basics, but also some of the more advanced functions of GameSalad How to submit your game on the App Store How to start promoting your game Who this book is for

If you have web development experience or no programming experience at all, you'll be able to design, build and publish a game with the help ofLearn GameSalad for iOS. Table of Contents PreparingYour Design EnvironmentYour First Game from Scratch: The Pong GameFinishing Pong: Scoring and Game Interaction Break a Wall: Implementing Comments, Accelerometer Movements, LifeManagement, and Pause Making a Shoot 'Em Up Game: Carrot Invader LearningGravity, Basic Physics and Camera Controls: An Angry Birds-like Game, Part I Creating a Game Menu and a Particles Effect: An Angry Birds-like Game, Part II Graphics and Sound Effects: Labyrinth Bonuses, Game Center, and iAd: Break a Wall Device Internal Clock and Cyclic Movement: Non-Game Apps Submitting Your Game to the App Store Introduction to Game Promotion

Persona 3 Volume 9 (Paperback): Atlus Persona 3 Volume 9 (Paperback)
Atlus; Artworks by Shuji Sogabe
R346 R323 Discovery Miles 3 230 Save R23 (7%) Ships in 10 - 15 working days

In the wake of a miraculous happening, it becomes apparent that hope lives on. There is a reason to go on fighting. The destruction of the Dark Hour may erase all memories of their days fighting together... but they will not forget.

Game Programming Patterns (Paperback): Robert Nystrom Game Programming Patterns (Paperback)
Robert Nystrom
R1,025 Discovery Miles 10 250 Ships in 10 - 15 working days
Create 2D Mobile Games with Corona SDK - For iOS and Android (Paperback): David Mekersa Create 2D Mobile Games with Corona SDK - For iOS and Android (Paperback)
David Mekersa
R1,520 Discovery Miles 15 200 Ships in 12 - 19 working days

Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!

The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters... The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More (Paperback)
James D'Amato
R345 R317 Discovery Miles 3 170 Save R28 (8%) Ships in 9 - 17 working days

Take your skyship pirate, haunted waif, or alien scientist to the next level with this fun, interactive book of exercises to help you build your RPG character's backstory-made specifically for the genres you love to play. You can now explore new RPG character ideas with this character backstory guide to the most popular RPG genres beyond fantasy, from sci-fi to horror and superhero to western-themed games. This latest guide from One Shot creator and RPG expert James D'Amato helps you build out an existing character or create a new one, with these activities that provide plenty of RPG fun before you even hit the gaming table. With activities to help you flesh out characters for fantasy, sci-fi, horror, x-punk, superhero and western campaigns (with an extra chapter of neutral exercises you can use whenever you like), this book has everything you need, whether you're looking to start a new character, build out an existing character you're currently playing, or explore new character ideas and genres.

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
R896 R768 Discovery Miles 7 680 Save R128 (14%) Ships in 10 - 15 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.

Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback): Carla... Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Paperback)
Carla Fisher
R1,531 Discovery Miles 15 310 Ships in 12 - 19 working days

When making games for kids, it's tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you're a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences - babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

Video Games - A Medium That Demands Our Attention (Hardcover): Nicholas David Bowman Video Games - A Medium That Demands Our Attention (Hardcover)
Nicholas David Bowman
R4,510 Discovery Miles 45 100 Ships in 12 - 19 working days

This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Beginning Android C++ Game Development (Paperback, 1st ed.): Bruce Sutherland Beginning Android C++ Game Development (Paperback, 1st ed.)
Bruce Sutherland
R922 Discovery Miles 9 220 Ships in 12 - 19 working days

Beginning Android C++ Game Development introduces general and Android game developers like you to Android's powerful Native Development Kit (NDK). The Android NDK platform allows you to build the most sophisticated, complex and best performing game apps that leverage C++. In short, you learn to build professional looking and performing game apps like the book's case study, Droid Runner. In this book, you'll learn all the major aspects of game design and programming using the Android NDK and be ready to submit your first professional video game app to Google Play and Amazon Appstore for today's Android smartphones and tablet users to download and play. The techniques contained in this book have been learned by the author, Bruce Sutherland, over a seven-year career which has involved programming on several AAA titles. Versions of these techniques have been used towards shipping game titles on hardware sold by all of the major console manufacturers: Sony, Microsoft and Nintendo.What you'll learn * How to build your first real-world quality game app for Android smartphones and tablets using the power of the Android C++ APIs as found in the NDK * How to do professional level, quality game design, starting the Droid Runner case study that's used throughout this book to illustrate the key concepts * How to build a game engine * How to write a renderer * How to build the Droid Runner game app with entities, game levels and collisions * How to insert perspectives using cameras and more *How to create or integrate audio into your game app * How to submit to the Android app stores like Google Play and Amazon Appstore Who this book is for This book is for game developers looking to get into Android development for the first time, as well as Android game developers who have never used the Native Development Kit (NDK).

HTML5 Game Engines - App Development and Distribution (Paperback): Dan Nagle HTML5 Game Engines - App Development and Distribution (Paperback)
Dan Nagle
R1,523 Discovery Miles 15 230 Ships in 12 - 19 working days

Despite the rise of HTML5-based game engines, there is no comprehensive book that compares these engines to help developers decide which one is best for their project. This how-to guide covers game design and development and shows how to distribute an HTML5-based game. The book presents an introduction to game development using HTML5 engines, an analysis of the top engines, example game implementations using the engines, and techniques for packaging and distributing the final app. It also contains code, best practices, and many complete game examples.

The Fundamentals of C/C++ Game Programming - Using Target-based Development on SBC's (Paperback): Brian Beuken The Fundamentals of C/C++ Game Programming - Using Target-based Development on SBC's (Paperback)
Brian Beuken
R1,865 Discovery Miles 18 650 Ships in 12 - 19 working days

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API's that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement.

Mobile & Social Game Design - Monetization Methods and Mechanics, Second Edition (Paperback, 2nd edition): Tim Fields, Brandon... Mobile & Social Game Design - Monetization Methods and Mechanics, Second Edition (Paperback, 2nd edition)
Tim Fields, Brandon Cotton
R1,531 Discovery Miles 15 310 Ships in 12 - 19 working days

Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract-and Retain-Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

The Pokemon Go Phenomenon - Essays on Public Play in Contested Spaces (Paperback): Jamie Henthorn,, Andrew Kulak, Kristopher... The Pokemon Go Phenomenon - Essays on Public Play in Contested Spaces (Paperback)
Jamie Henthorn,, Andrew Kulak, Kristopher Purzycki
R1,318 R524 Discovery Miles 5 240 Save R794 (60%) Ships in 12 - 19 working days

Pokemon Go is not just play-the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

100 Greatest Video Game Franchises (Hardcover): Robert Mejia, Jaime Banks, Aubrie Adams 100 Greatest Video Game Franchises (Hardcover)
Robert Mejia, Jaime Banks, Aubrie Adams
R1,345 Discovery Miles 13 450 Ships in 12 - 19 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.

Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX (Paperback, 1st ed.): Adam Marrs, Peter... Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX (Paperback, 1st ed.)
Adam Marrs, Peter Shirley, Ingo Wald
R1,303 Discovery Miles 13 030 Ships in 12 - 19 working days

This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.

Beginning Android Games (Paperback, 1st ed.): Mario Zechner Beginning Android Games (Paperback, 1st ed.)
Mario Zechner
R1,126 R987 Discovery Miles 9 870 Save R139 (12%) Ships in 10 - 15 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.

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
R895 R768 Discovery Miles 7 680 Save R127 (14%) Ships in 10 - 15 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.

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, …
R1,349 R1,095 Discovery Miles 10 950 Save R254 (19%) 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

Persona 4 Volume 10 (Paperback): Atlus Persona 4 Volume 10 (Paperback)
Atlus; Artworks by Shuji Sogabe
R348 R326 Discovery Miles 3 260 Save R22 (6%) Ships in 10 - 15 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!

Beginning C++ Through Game Programming (Paperback, 3rd Revised edition): Michael Dawson Beginning C++ Through Game Programming (Paperback, 3rd Revised edition)
Michael Dawson
R890 Discovery Miles 8 900 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.

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