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Books > Computing & IT > Computer software packages > Computer games
Recent years have seen an increase in public attention to identity
and representation in video games, including journalists and
bloggers holding the digital game industry accountable for the
discrimination routinely endured by female gamers, queer gamers,
and gamers of color. Video game developers are responding to these
critiques, but scholarly discussion of representation in games has
lagged far behind. Gaming Representation examines portrayals of
race, gender, and sexuality in a range of games, from casuals like
Diner Dash, to indies like Journey and The Binding of Isaac, to
mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The
Last of Us, and Max Payne franchises. Arguing that representation
and identity function as systems in games that share a stronger
connection to code and platforms than it may first appear, the
contributors to this volume push gaming scholarship to new levels
of inquiry, theorizing, and imagination.
Take a deep dive into creating large-scale, multiplayer games with
Unity 3D, using Mirror Networking and a variety of powerful
transports. You will learn the fundamentals of RPC/Command
multiplayer architecture and dig deeper into networking and data
persistence to achieve scalable, highly performant, large-scale,
multiplayer games in Unity. This book explains how to develop
multiplayer games using Unity within a commercial or enterprise
environment. You will take a look at the networking fundamentals
behind multiplayer games, including packets and the importance of
keeping packets small. Next, you will look into Mirror Networking
and see how to leverage a variety of transport layers to achieve
large-scale, multiplayer games. Using Unity 3D as the core focus,
you will get an understanding of the RPC/Command architecture and
how you can utilize different authoritative structures to best suit
your needs. You will also learn how to scale your architecture and
explore industry-leading methods of deploying your game to the
masses. You will also get a solid understanding of networking
principles. The book wraps up with advice from leading experts who
shed light on past mistakes and provide valuable insights for your
next project. This book breaks down daunting concepts into
easy-to-understand pieces of knowledge to help you create your
first multiplayer game. It is a must-read for any developer looking
to understand multiplayer games and networking. What You Will Learn
Learn advanced multiplayer concepts and how to use them Understand
the key concepts for creating multiplayer virtual experiences Know
the basics of computer networking and how to employ them Deploy
large, scalable multiplayer infrastructures for your games Gain
insights from other industry professionals Who Is This Book For
Intermediate to advanced Unity 3D developers looking to understand
multiplayer networking and deploying large-scale products. Having a
solid understanding of C# and Unity is required, and having an
understanding or prior experience with networking principles such
as IPv4 would be advantageous.
Experience the thrill of crafting your own HTML5 game with
Phaser.js game engine. HTML5 and modern JavaScript game engines
have helped revolutionized web based games. Each chapter in An
Introduction to HTML5 Game Development with Phaser.js showcases a
sample game that illustrates an aspect of Phaser.js (now Lazer.js)
that can be used as is, or in remixed games of the developer's
design. Each of these examples help the reader to understand how to
optimize JavaScript game development with modern project tooling
like Grunt and Bower. Though the world of HTML game development
continues to grow and evolve, An Introduction to HTML5 Game
Development with Phaser.js, provides a grounded resource and vital
learning tool to anyone looking to optimize web game development
process. Key Features Chapter objectives and examples with sample
code make concepts easy to grasp Master questions and chapter
summaries further help to solidify these concepts Feature boxes
that contain important hints and things to note help keep readers
on the right path This book uses a "building blocks" approach to
game development and starts with the technology required to get
things running Each chapter will be a small sample game that
demonstrates one piece of Phaser.js, giving the reader time to
grasp and understand the core concepts Subsequent chapters will
demonstrate new features, building upon the knowledge of previous
examples
Learn about editor scripting in Unity, including different possible
methods of editor customization to fit your custom game workflow or
even to create assets that could be published on the Asset Store to
earn a passive income. The knowledge of editor scripting, although
rarely covered in books, gives a game developer insight into how
things work in Unity under the hood, which you can leverage to
create custom tools that empower your unique game idea. This book
starts with the very basics of editor scripting in Unity, such as
using built-in attributes to customize your component's editor and
creating custom editors and windows with IMGUI and UI Toolkit.
Next, we move to a general use case example by creating an object
spawner EditorTool for the scene view. Later, we dive straight to
in-depth stats and detailed case studies of two Unity assets:
ProArray and Rhythm Game Starter. Here you'll get more context on
how editor scripting is used in published assets. You will also
learn how to set up a better workflow for editor scripting, asset
publishing, maintenance, and iterative updates. You will leverage
the power of modern web technology to build a documentation site
with GitBook and DocFX. Finally, you will see some tips and tricks
for automating asset versioning and changelogs. What You Will Learn
Get started with Editor scripting in Unity Work with advanced
editor topics such as custom EditorWindows and EditorTool Structure
your C# code with namespaces and asmdef Use IMGUI and UI Toolkit
for creating editor GUIs Master packaging and selling your own
editor tools Set up a better workflow for asset publishing,
maintenance, and iterative updates Who This Book Is For Readers who
want to learn about editor scripting to improve their
game-development process and create tools for themselves. Moderate
experience with C# and a fundamental knowledge of Unity is
expected.
This book presents concepts and methods for optimal training for
decision making in crisis situations. After presenting some general
concepts of decision-making during crisis situations, it presents
various innovations for optimal training, such as serious games,
scenario design, adapted animation of crisis exercises, observation
and debriefing of exercises related to pedagogical objectives.
The heroes of Overwatch will protect all your notes in this
beautiful notebook from tokidoki. Your secrets have never been in
better hands!
In the future, there are going to be millions of jobs with no one
to fill them if more kids don't learn how to code. So why aren't
more kids learning to program? Some think it's too hard, and others
don't have parents who can help them because they don't know
programming themselves. Learning to code with a tool like Scratch,
an open source programming platform maintained by MIT, and having
fun goals, like writing games, just might make a difference. That's
where this book comes in. Hello, Scratch! is a how-to book that
helps parents and kids work together to learn programming skills by
creating new versions of old retro-style arcade games with Scratch.
By building games, readers not only create fun finished products,
but they'll learn important programming skills along the way. By
the time readers are done, they'll be able to create their own
games and understand the basics of computer programming and game
design. Key Features: * Introduction to Scratch * Easy to follow
examples * Step-by-step guide This book is for kids and their
parents who want to learn to program while creating games. No
programming experience needed! About the Technology: Scratch is a
drag-and-drop programming language created by the college
Massachusetts Institute of Technology (MIT). What can you make with
Scratch? The short answer is anything.
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HCI in Games: Serious and Immersive Games
- Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part II
(Paperback, 1st ed. 2021)
Xiaowen Fang
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R1,508
Discovery Miles 15 080
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Ships in 10 - 15 working days
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This two-volume set LNCS 12789 and 12790 constitutes the refereed
proceedings of the Third International Conference on HCI in Games,
HCI-Games 2021, held as part of the 23rd International Conference,
HCI International 2021, which took place in July 2021. Due to
COVID-19 pandemic the conference was held virtually. The total of
1276 papers and 241 posters included in the 39 HCII 2021
proceedings volumes was carefully reviewed and selected from 5222
submissions. The papers of HCI-Games 2021, Part II are organized in
topical sections named: Serious Games; Gamification and Learning;
Mixed and Virtual Reality Games.
If you want to enrich your game's experience with physics-based
realism, the expanded edition of this classic book details physics
principles applicable to game development. You'll learn about
collisions, explosions, sound, projectiles, and other effects used
in games on Wii, PlayStation, Xbox, smartphones, and tablets.
You'll also get a handle on how to take advantage of various
sensors such as accelerometers and optical tracking devices.
Authors David Bourg and Bryan Bywalec show you how to develop your
own solutions to a variety of problems by providing technical
background, formulas, and a few code examples. This updated book is
indispensable whether you work alone or as part of a team. Refresh
your knowledge of classical mechanics, including kinematics, force,
kinetics, and collision response Explore rigid body dynamics, using
real-time 2D and 3D simulations to handle rotation and inertia
Apply concepts to real-world problems: model the behavior of boats,
airplanes, cars, and sports balls Enhance your games with digital
physics, using accelerometers, touch screens, GPS, optical tracking
devices, and 3D displays Capture 3D sound effects with the OpenAL
audio API
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HCI in Games: Experience Design and Game Mechanics
- Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part I
(Paperback, 1st ed. 2021)
Xiaowen Fang
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R2,593
Discovery Miles 25 930
|
Ships in 10 - 15 working days
|
|
This two-volume set LNCS 12789 and 12790 constitutes the refereed
proceedings of the Third International Conference on HCI in Games,
HCI-Games 2021, held as part of the 23rd International Conference,
HCI International 2021, which took place in July 2021. Due to
COVID-19 pandemic the conference was held virtually. The total of
1276 papers and 241 posters included in the 39 HCII 2021
proceedings volumes was carefully reviewed and selected from 5222
submissions. The papers of HCI-Games 2021, Part I, are organized in
topical sections named: Experience Design in Games; User Engagement
and Game Impact; Game Mechanics.
The Art of Titanfall 2 is the ultimate guide to the development of
Respawn Entertainment's fast-paced, visually stunning first-person
shooter. Featuring an exclusive array of highly stylised concept
art, sketches, 3D renders, maquette modelling, and commentary from
key Respawn Entertainment team members, this is a must-have for any
fan of the dynamic and destructive world of Titanfall 2.
Dr. Alireza Tavakkoli's Game Development and Simulation with Unreal
Technology covers the latest version of Unreal Technology. Since
the 1990s Epic Games, Inc. has been leading the revolution of
gaming graphics and Artificial Intelligence. Now, unreal technology
is one of the most potent and prominent engines that is currently
used in games. Its influence can be spotted in classic triple A
titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM:
Enemy Unknown. Tavakkoli goes into detail concerning the creation
of game level designs, blueprint coding, shader programing, as well
as artificial intelligence concepts to help readers in creating
their own games. Game Development also includes a number of
practice friendly extensions and concept modules to help solidify
the reader's understanding of concepts and techniques. The book is
divided into three sections that act as building blocks in order to
facilitate the comprehension of the material. Key Features:
Provides beginner level through advanced concepts in blueprint
programming with the Unreal Engine 4.18 Hundreds of small/mid-scale
projects developed as concept examples throughout the book which
can be utilized in more comprehensive entertaining interactive
computer simulations and games Chapter exercises will take the
readers' understanding of Unreal Engine to the next level.
Welcome to the second volume of Game Audio Programming: Principles
and Practices - the first series of its kind dedicated to the art
of game audio programming! This volume features more than 20
chapters containing advanced techniques from some of the top game
audio programmers and sound designers in the industry. This book
continues the tradition of collecting more knowledge and wisdom
about game audio programming than any other volume in history. Both
audio programming beginners and seasoned veterans will find content
in this book that is valuable, with topics ranging from extreme
low-level mixing to high-level game integration. Each chapter
contains techniques that were used in games that have shipped, and
there is a plethora of code samples and diagrams. There are
chapters on threading, DSP implementation, advanced middleware
techniques in FMOD Studio and Audiokinetic Wwise, ambiences,
mixing, music, and more. This book has something for everyone who
is programming audio for a game: programmers new to the art of
audio programming, experienced audio programmers, and those souls
who just got assigned the audio code. This book is for you!
Minecraft Master Builder: Monsters is a step-by-step player's guide
to building griffins, yetis, minotaurs and many more monsters in
Minecraft. Featuring everything from heraldic beasts to Norse and
Greek mythical monsters, this fun and interactive guide will
inspire readers to build amazing monstrous Minecraft models. Each
build is rated a Quick, Intermediate, Master or Supreme Master
Build, and a list of materials is provided for each project, plus
guidance on how long each build will take. There's even information
on all kinds of beasts from legend and folklore, including
pictures, facts and mythology.
Despite its significant growth over the past five years, the mobile
and social videogame industry is still maturing at a rapid rate.
Due to various storage and visual and sound asset restrictions,
mobile and social gaming must have innovative storytelling
techniques. Narrative Tactics grants readers practical advice for
improving narrative design and game writing for mobile and social
games, and helps them rise to the challenge of mobile game
storytelling. The first half of the book covers general
storytelling techniques, including worldbuilding, character design,
dialogue, and quests. In the second half, leading experts in the
field explore various genres and types of mobile and social games,
including educational games, licensed IP, games for specific
demographics, branding games, and free to play (F2P). Key Features
The only book dedicated to narrative design and game writing in
social and mobile games, an explosive market overtaking the console
gaming market. Provides tips for narrative design and writing
tailored specifically for mobile and social game markets. Guides
readers along with conclusions that include questions to help the
reader in narrative design and/or writing. Explores real games to
illustrate theory and best practices with analyses of game case
studies per chapter, covering indie, social/mobile, and AAA games.
Includes checklists to help readers critique their own narrative
design/writing.
In this new and improved third edition of the highly popular Game
Engine Architecture, Jason Gregory draws on his nearly two decades
of experience at Midway, Electronic Arts and Naughty Dog to present
both the theory and practice of game engine software development.
In this book, the broad range of technologies and techniques used
by AAA game studios are each explained in detail, and their roles
within a real industrial-strength game engine are illustrated. New
to the Third Edition This third edition offers the same
comprehensive coverage of game engine architecture provided by
previous editions, along with updated coverage of: computer and CPU
hardware and memory caches, compiler optimizations, C++ language
standardization, the IEEE-754 floating-point representation, 2D
user interfaces, plus an entirely new chapter on hardware
parallelism and concurrent programming. This book is intended to
serve as an introductory text, but it also offers the experienced
game programmer a useful perspective on aspects of game development
technology with which they may not have deep experience. As always,
copious references and citations are provided in this edition,
making it an excellent jumping off point for those who wish to dig
deeper into any particular aspect of the game development process.
Key Features Covers both the theory and practice of game engine
software development Examples are grounded in specific
technologies, but discussion extends beyond any particular engine
or API. Includes all mathematical background needed. Comprehensive
text for beginners and also has content for senior engineers.
Real-Time Rendering combines fundamental principles with guidance
on the latest techniques to provide a complete reference on
three-dimensional interactive computer graphics. It will help you
increase speed and improve image quality and learn the features and
limitations of acceleration algorithms and graphics APIs. This
latest fourth edition has been updated to include a chapter on
virtual reality and augmented reality and covers new topics such as
visual appearance, global illumination, and curves and curved
surfaces. It is for anyone serious about computer graphics who
wants to learn about algorithms that create synthetic images fast
enough that the viewer can interact with a virtual environment.
Reviews "This is the book I recommend to everyone starting out in
the industry. Not only is it a great reference on so many topics,
each topic is covered in impressive depth with great references for
further exploration." - Alex Vlachos, Valve "Real-Time Rendering
condenses literally thousands of cutting-edge papers, talks, and
blogs into a single, easy-to-read volume presenting today's best
practices, open problems, and promising state-of-the-art research.
A key reference for beginners and experts!" - Chris Wyman,
Principal Research Scientist, NVIDIA "Since it was first published,
Real-Time Rendering has been an invaluable companion to anyone who
wants to keep up with this dynamic field. It combines rigorous
coverage of the fundamentals with up-to-date discussion of the
latest techniques. The fourth edition is required reading for
anyone serious about computer graphics." - Matt Pharr, co-author of
Physically Based Rendering: From Theory to Implementation "I built
our rendering engine and my career on what I learned in previous
editions of Real-Time Rendering. This new edition is carefully
updated to represent the current state of our field, and will
remain the first resource I check when tackling a new challenge." -
Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor
of OpenGL Insights "Real-Time Rendering is the first book I
recommend reading to anyone who wants to learn real-time graphics.
All the relevant knowledge in one place, and a joy to read, too!" -
Aras Pranckevicius, Unity Technologies About the Cover: The cover
shows an example of advanced real-time rendering technology used in
the 2018 Star Wars (TM) short Reflections, which includes real-time
ray tracing of reflections and area light shadows computed on the
GPU. The short was produced by Epic Games and built in Unreal
Engine in collaboration with ILMxLAB and NVIDIA.
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.
OpenGL ES is the standard graphics API used for mobile and embedded
systems. Despite its widespread use, there is a lack of material
that addresses the balance of both theory and practice in OpenGL
ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES
achieves this perfect balance. Han's depiction of theory and
practice illustrates how 3D graphics fundamentals are implemented.
Theoretical or mathematical details around real-time graphics are
also presented in a way that allows readers to quickly move on to
practical programming. Additionally, this book presents OpenGL ES
and shader code on many topics. Industry professionals, as well as,
students in Computer Graphics and Game Programming courses will
find this book of importance. Key Features: Presents key graphics
algorithms that are commonly employed by state-of-the-art game
engines and 3D user interfaces Provides a hands-on look at
real-time graphics by illustrating OpenGL ES and shader code on
various topics Depicts troublesome concepts using elaborate 3D
illustrations so that they can be easily absorbed Includes problem
sets, solutions manual, and lecture notes for those wishing to use
this book as a course text.
In introducing new students to video game development, there are
two crucial components to consider: design and implementation.
Unity 3D and PlayMaker Essentials: Game Development from Concept to
Publishing provides theoretical background on topics such as
characters, stories, level design, interface design, audio, game
mechanics, and tools and skills needed. Each chapter focuses on a
specific topic, with topics building upon each other so that by the
end of the book you will have looked into all the subjects relevant
to creating your own game. The book transitions from discussion to
demonstrations of how to implement techniques and concepts into
practice by using Unity3D and PlayMaker. Download boxes are
included throughout the book where you can get the version of the
game project under discussion or other content to add to the
project, as well as any supplementary video tutorials that have
been developed. Addressing both theoretical and practical aspects,
Unity 3D and PlayMaker Essentials enables you to understand how to
create a game by having you make a game. By gradually completing
your own design document through the course of the book, you will
become familiar with core design principles while learning the
practical skills needed to bring your unique game to life.
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