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

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.

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.

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.

The Ultimate Playstation Games Collection (Hardcover): Darren Jones Drew Sleep Nick Thorpe The Ultimate Playstation Games Collection (Hardcover)
Darren Jones Drew Sleep Nick Thorpe
R596 R537 Discovery Miles 5 370 Save R59 (10%) Ships in 9 - 17 working days

Sony's PlayStation revolutionised the videogame industry. It wasn't the first home console, but it brought gaming to the masses in a way few other systems at the time managed to do. Now, more than 25 years after its initial release there are over 10,000 games spanning Sony's home and handheld consoles, and PlayStation leads the way in console exclusives. With so many experiences and genres to choose from, it can be daunting. But fear not! We've compiled 100 unmissable titles that no PlayStation fan's library should be without. Some titles will challenge you and test your wits, others provide simple escapism. Some will make you laugh, others may make you cry - but each experience will be unforgettable. Inside you'll also find behind-the-scenes features from the archives of Retro Gamer, EDGE and GamesRadar, giving you insider info on the creation of some of PlayStation's finest games, most enduring franchises and iconic characters.

Retrogame Archeology - Exploring Old Computer Games (Paperback, Softcover reprint of the original 1st ed. 2016): John Aycock Retrogame Archeology - Exploring Old Computer Games (Paperback, Softcover reprint of the original 1st ed. 2016)
John Aycock
R4,609 Discovery Miles 46 090 Ships in 18 - 22 working days

Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.

Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Paperback): Chance Thomas Composing Music for Games - The Art, Technology and Business of Video Game Scoring (Paperback)
Chance Thomas
R1,658 Discovery Miles 16 580 Ships in 9 - 17 working days

Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.

Practical Video Game Bots - Automating Game Processes using C++, Python, and AutoIt (Paperback, 1st ed.): Ilya Shpigor Practical Video Game Bots - Automating Game Processes using C++, Python, and AutoIt (Paperback, 1st ed.)
Ilya Shpigor
R1,025 R878 Discovery Miles 8 780 Save R147 (14%) Ships in 18 - 22 working days

Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human opponents much faster. Some players might use bots for cheating or avoiding game rules to gain an advantage over opponents - a sophisticated form of hacking that includes some elements of artificial intelligence (AI). However, while Practical Video Game Bots considers these topics, it is not a cheater's guide. Rather, this book is an attempt to overcome the information vacuum regarding bot development in video game applications. Through the use of three case study game examples, it covers most methods and technologies that are used by bot developers, and the details of anti-cheating systems. This book provides answers and useful advice for topics such as process automation, reverse engineering, and network applications. Modern bot applications use technologies from all these domains. You will also consider the work mechanisms of different kinds of bots and will write simple prototypes. What You Will Learn Discover bots and apply them to game applications Use clicker bots with OS-level embedding data, output-device capture, and more Develop in-game bots, with process memory analysis and access Work with out-game bots, with network interception and embedding data Deal with input device emulation and OS-level interception data Who This Book Is For Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs.

Developing 2D Games with Unity - Independent Game Programming with C# (Paperback, 1st ed.): Jared Halpern Developing 2D Games with Unity - Independent Game Programming with C# (Paperback, 1st ed.)
Jared Halpern
R1,421 R1,174 Discovery Miles 11 740 Save R247 (17%) Ships in 18 - 22 working days

Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity's ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity's updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you've always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn. Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs. Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

Street Fighter V Volume 1: Random Select (Paperback): Ken Siu-Chong, Chris Sarracini, Matt Moylan Street Fighter V Volume 1: Random Select (Paperback)
Ken Siu-Chong, Chris Sarracini, Matt Moylan; Artworks by Jeffrey Chamba Cruz, Hanzo Steinbach, …
R533 Discovery Miles 5 330 Ships in 10 - 15 working days

Collecting rare Street Fighter stories from the era of Street Fighter V and beyond! See epic matchups like Rashid VS Nash! Ryu VS Ken! Balrog Vs Vega! Rainbow Mika VS Dan! And many more! Includes material from: Street Fighter V #1, Street Fighter V: Charlie Nash #1, Street Fighter V: Wrestling Special #1, Street Fighter: Super Combo Special, and Ultra Street Fighter II #1.

Commodore 64 Games Book 2 (Paperback): Gregg Barnett Commodore 64 Games Book 2 (Paperback)
Gregg Barnett
R404 Discovery Miles 4 040 Ships in 18 - 22 working days
F2: Galaxy of Football - Attack of the Football Cyborgs (THE FOOTBALL BOOK OF THE YEAR!) (Hardcover, Digital original): The F2 F2: Galaxy of Football - Attack of the Football Cyborgs (THE FOOTBALL BOOK OF THE YEAR!) (Hardcover, Digital original)
The F2; Illustrated by Amrit Birdi 1
R455 R387 Discovery Miles 3 870 Save R68 (15%) Ships in 10 - 15 working days

The ultimate football adventure story from the world's greatest football duo, The F2 When the evil Galaxico aliens steal the game of football from planet Earth, it's up to Jez and Billy (and the help of their trusty time machines) to assemble the greatest team to have ever played the beautiful game in the hope of stealing it back! From the 1958 World Cup Final, to the year 3000, The F2 travel through time and call upon some of heroes of footballs past, present and future to help in their quest to reinstate the joys of playing the game. With cameos from Pele, Steven Gerrard, Cristiano Ronaldo (and his granddaughter from the future, Julia Ronaldo!), this is a wonderful football story of good vs evil!

Location-Based Mobile Games - Design Perspectives (Paperback, 1st ed. 2018): Davide Spallazzo, Ilaria Mariani Location-Based Mobile Games - Design Perspectives (Paperback, 1st ed. 2018)
Davide Spallazzo, Ilaria Mariani
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs' intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers' choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers' awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Track: Gaming - A Student's Guide to Gaming (Paperback): Reagan Rose Track: Gaming - A Student's Guide to Gaming (Paperback)
Reagan Rose
R89 R81 Discovery Miles 810 Save R8 (9%) Ships in 9 - 17 working days

Gaming is multi-billion-dollar industry, which has been growing massively in the last few years. It seems that everyone is gaming in one way or another. You might not think that the Bible has anything to say about gaming, but Reagan Rose has written this helpful book on what our relationship with gaming should look like. Track is a series of books designed to disciple the next generation in the areas of culture, doctrine, & the Christian life. While the topics addressed aren't always simple, they are communicated in a manner that is.

Procedural Content Generation in Games (Paperback, Softcover reprint of the original 1st ed. 2016): Noor Shaker, Julian... Procedural Content Generation in Games (Paperback, Softcover reprint of the original 1st ed. 2016)
Noor Shaker, Julian Togelius, Mark J Nelson
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

Teach Yourself Unity Game Development In 24 Hours (Paperback, 4th Edition): Mike Geig Teach Yourself Unity Game Development In 24 Hours (Paperback, 4th Edition)
Mike Geig
R935 R799 Discovery Miles 7 990 Save R136 (15%) Ships in 5 - 10 working days

In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2021 game engine at the heart of Inside, Kerbal Space Program, Subnautica, and many other sizzling-hot games!

This book's straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you've already learned, giving you a rocksolid foundation for real-world success.

    * Step-by-step instructions carefully walk you through the most common Unity game development tasks.
  • Four sample game projects illustrate the topics
  • Practical, hands-on examples show you how to apply what you learn
  • Quizzes and exercises help you test your knowledge and stretch your skills
  • Notes and Tips point out shortcuts and solutions
Next-Generation Applications and Implementations of Gamification Systems (Paperback): Filipe Portela, Ricardo Queiros Next-Generation Applications and Implementations of Gamification Systems (Paperback)
Filipe Portela, Ricardo Queiros
R5,094 Discovery Miles 50 940 Ships in 18 - 22 working days

Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.

Building Games with Ethereum Smart Contracts - Intermediate Projects for Solidity Developers (Paperback, 1st ed.): Kedar Iyer,... Building Games with Ethereum Smart Contracts - Intermediate Projects for Solidity Developers (Paperback, 1st ed.)
Kedar Iyer, Chris Dannen
R1,693 R1,370 Discovery Miles 13 700 Save R323 (19%) Ships in 18 - 22 working days

Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming theory. From there, you will move onto sample projects that use smart contract engineering to create fun casino-style games that you can deploy and test on your friends and colleagues with real ether. All games are provably fair and auditable, so that players know the house won't always win! Ideal for any reader with exposure to Ethereum, the techniques this book teaches are applicable to game developers, software engineers, web developers, and cryptocurrency enthusiasts. What You'll Learn Use various features and best practices for smart contract programming in Ethereum and Solidity Develop and deploy games of chance, similar to the kind you'd find in a casino Create fun, easy projects with Ethereum lntegrate the Ethereum blockchain into games Who This Book Is For Entry-level programmers with some exposure to Ethereum; game developers, Blockchain and cryptocurrency enthusiasts looking to add Ethereum and Solidity development to their skill set; software engineers and Web developers

Pro Java 9 Games Development - Leveraging the JavaFX APIs (Paperback, 1st ed.): Wallace Jackson Pro Java 9 Games Development - Leveraging the JavaFX APIs (Paperback, 1st ed.)
Wallace Jackson
R1,444 R1,222 Discovery Miles 12 220 Save R222 (15%) Ships in 18 - 22 working days

Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you'll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You'll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets.What You'll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.

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