0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (2)
  • R100 - R250 (87)
  • R250 - R500 (288)
  • R500+ (1,426)
  • -
Status
Format
Author / Contributor
Publisher

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

HTML5 Game Programming with enchant.js (Paperback, 1st ed.): Ryo Shimizu, Hidekazu Furukawa, Ryohei Fushimi, Ryo Tanaka, Kevin... HTML5 Game Programming with enchant.js (Paperback, 1st ed.)
Ryo Shimizu, Hidekazu Furukawa, Ryohei Fushimi, Ryo Tanaka, Kevin Kratzer, …
R1,023 Discovery Miles 10 230 Ships in 18 - 22 working days

HTML5 Game Programming with enchant.js gives first-time programmers of all ages the tools to turn their video game ideas into reality. A step-by-step guide to the free, open-source HTML5 and JavaScript engine enchant.js, it is ideally suited for game fans who have always wanted to make their own game but didn't know how. It begins with the foundations of game programming and goes on to introduce advanced topics like 3D. We live in an age where smartphones and tablets have made games more ubiquitous than ever. Based around HTML5, enchant.js is ideally suited for aspiring game programmers who have always been intimidated by code. Games written using enchant.js take only a few hours to write, and can be played in a browser, iOS, and Android devices, removing the stress of programming to focus on the fun. Discover the joy of game development with enchant.js. * Provides a comprehensive, easy guide to game programming through enchant.js * Gives aspiring game developers a tool to realize their ideas * Introduces readers to the basics of HTML5 and JavaScript programming What you'll learn * Master the basics of HTML5 and JavaScript programming * Create a game that can be played on a desktop, iOS, or Android * Upload your game to 9leap.net, where you can share it easily * Program your own 3D games * Grasp the essential concepts of making a compelling and popular game Who this book is for HTML5 Game Programming with enchant.js is for aspiring game developers of all ages who have wanted to make their own games but didn't know how. It's for programmers interested in learning the potential of HTML5 through designing games.

The Ultimate 80's Retro Gaming Collection - Essential Guide to Gaming's Greatest Decade (Hardcover): Dan Peel The Ultimate 80's Retro Gaming Collection - Essential Guide to Gaming's Greatest Decade (Hardcover)
Dan Peel
R600 R540 Discovery Miles 5 400 Save R60 (10%) Ships in 9 - 17 working days

An in-depth analysis of the best video game franchises, characters, consoles, and computers of the 1980's. Curating the most important games, including Pac Man, Tetris, Frogger, Outrun, Zelda, Super Mario, and more, as well as the hardware: the NES, C64, Sega Mega System, the Amiga 50, and more.

Foundation Game Design with HTML5 and JavaScript (Paperback, 1st ed.): Rex Van Der Spuy Foundation Game Design with HTML5 and JavaScript (Paperback, 1st ed.)
Rex Van Der Spuy
R2,254 R1,830 Discovery Miles 18 300 Save R424 (19%) Ships in 18 - 22 working days

Foundation Game Design with HTML5 and JavaScript teaches you everything you need to know about how to make video games. If you've never done any programming before and don't know where to start, this book will show you how to make games from start to finish. You'll learn all the latest programming technologies (HTML5, CSS, and JavaScript) to create your games. All written in a fun and friendly style with open-ended projects that encourage you to build your own original games. Foundation Game Design with HTML5 and JavaScript starts by showing you how you can use basic programing to create logic games, adventure games, and create interactive game graphics. Design a game character, learn to control it with the keyboard, mouse, or touch screen interface, and then learn how to use collision detection to build an interactive game world. You'll learn to make maze games, platform jumping games, and fast paced action games that cover all the popular genres of 2D gaming. Create intelligent enemies, use realistic physics, sound effects and music, and learn how to animate game characters.Whether you're creating games for the web or mobile devices, everything you need to get started on a career as a game designer is right here. * Focused and friendly introduction to making games with HTML5. * Essential programming and graphic design techniques for building games, with each chapter gently building on the skills of preceding chapters. * Detailed case studies demonstrating techniques that can be used for making games in a wide variety of genres. What you'll learn * Get a thorough grounding in HTML5 and good programming practices, with minimal prior programming experience required. * Discover how to build logic, adventure, and 2D action games in a wide range of genres. * Master collision detection, Enemy AI systems, player control, basic physics and easy trigonometry. * Make use of modern JavaScript programming techniques to build robust games that are quick to make, easy to maintain, and simple to extend. * Understand the strategies for making games fun to play and easy to build.Who this book is for Foundation Game Design with HTML5 and JavaScript is for a non-technical creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design. This book treats programming as a creative artistic tool, and will help anyone who may be afraid of programming to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of a career as a game designer, and form a solid foundation for continued study of programming and graphic design for games. This book is the missing link that will guide and inspire any curious and creative person to turn a good game idea into a reality.

Pro Android Web Game Apps - Using HTML5, CSS3 and JavaScript (Paperback, 1st ed.): Juriy Bura, Paul Coates Pro Android Web Game Apps - Using HTML5, CSS3 and JavaScript (Paperback, 1st ed.)
Juriy Bura, Paul Coates
R1,131 R985 Discovery Miles 9 850 Save R146 (13%) Ships in 18 - 22 working days

Dive into game development and create great multiplayer online games with Pro Android Web Game Apps. This hands-on guide covers both the theory and practice of browser game development for the Android platform. You'll use cutting-edge technologies to make game engines in your browser, establish real-time server communication, and create amazing gaming experiences with artificial intelligence and rich media. Bring your knowledge of HTML and JavaScript to the next level with Pro Android Web Game Apps. You are guided through exciting projects that give you firsthand experience with core game app development concepts. You'll start with a blank HTML page, and by the end of the book, have the skills needed to create a multiplayer online game with rich graphics, sound, animation, and more-even if you have no previous games development or server-side experience.

Arduino - The complete guide to Arduino for beginners, including projects, tips, tricks, and programming! (Paperback): James... Arduino - The complete guide to Arduino for beginners, including projects, tips, tricks, and programming! (Paperback)
James Arthur
R320 R294 Discovery Miles 2 940 Save R26 (8%) Ships in 18 - 22 working days
Beginning Android Games (Paperback, 2nd ed.): Robert Green, Mario Zechner Beginning Android Games (Paperback, 2nd ed.)
Robert Green, Mario Zechner
R1,238 R1,067 Discovery Miles 10 670 Save R171 (14%) Ships in 18 - 22 working days

Beginning Android Games, Second Edition offers everything you need to join the ranks of successful Android game developers, including Android tablet game app development considerations. You'll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android and earlier version compliant smartphones and now tablets. 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.This book will guide you through the process of making several example game apps using APIs available in new Android SDK and earlier SDK releases for Android smartphones and tablets: * The fundamentals of game development and design suitable for Android smartphones and tablets * The Android platform basics to apply those fundamentals in the context of making a game, including new File Manager system and better battery life management * The design of 2D and 3D games and their successful implementation on the Android platform This book lets developers see and use some Android SDK Jelly Bean; however, this book is structured so that app developers can use earlier Android SDK releases. This book is backward compatible like the Android SDK. What you'll learn * How to set up/use the development tools for creating your first Android game app * 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 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.

Learn cocos2d 2 - Game Development for iOS (Paperback, 1st ed.): Steffen Itterheim, Andreas Lw Learn cocos2d 2 - Game Development for iOS (Paperback, 1st ed.)
Steffen Itterheim, Andreas Lw
R989 R868 Discovery Miles 8 680 Save R121 (12%) Ships in 18 - 22 working days

Create compelling 2D games with Learn cocos2d 2: Game Development with iOS. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua. Best of all, this book will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the new cocos2d 2 game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store.

Foundation Game Design with ActionScript 3.0 (Paperback, 2nd ed.): Rex Van Der Spuy Foundation Game Design with ActionScript 3.0 (Paperback, 2nd ed.)
Rex Van Der Spuy
R1,236 R1,064 Discovery Miles 10 640 Save R172 (14%) Ships in 18 - 22 working days

In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use. We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies--to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you.* Focused and friendly introduction to designing games with Flash and ActionScript * Detailed case studies of Flash games * Essential techniques for building games, with each chapter gently building on the skills of preceding chapters * Modern best practices and new content on ActionScript 3.0 * Also covers asset creation in Photoshop and Illustrator What you'll learn * How to build interactive movies and objects with Flash * A thorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience required * How to build interactive storybooks, space-shooter, adventure and drag-and-drop games * To master collision detection, enemy AI systems, player control, managing game data, basic physics and trigonometry * To make use of design patterns and object-oriented programming techniques to build robust games * Strategies for making games fun to play and easy to build Who this book is for This book is for a non-technical, creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help.It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treats programming as a creative artistic tool, and will help anyone who may be afraid of programming come to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality. Table of Contents * Programming Foundations: How to Make a Video Game * Making Objects * Programming Objects * Controlling Movie Clip Objects * Decision Making * Controlling a Player Character * Bumping into Things * Object-Oriented Game Design * Platform Game: Physics and Data Management * Advanced Object and Character Control * Using Flash Professional

Learn cocos2d Game Development with iOS 5 (Paperback, 1st ed.): Steffen Itterheim, Andreas Lw Learn cocos2d Game Development with iOS 5 (Paperback, 1st ed.)
Steffen Itterheim, Andreas Lw
R985 R864 Discovery Miles 8 640 Save R121 (12%) Ships in 18 - 22 working days

Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. * The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games.These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store. What you'll learn * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.* The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Table of Contents * Introduction * Getting Started * Essentials * Your First Game * Game Building Blocks * Sprites In-Depth * Scrolling with Joy * Shoot em Up * Particle Effects * Working with Tilemaps * Isometric Tilemaps * Physics Engines * Pinball Game * Game Center * Best Tools for cocos2D Development * Kobold2D Fundamentals * Out of the Ordinary

Unity (R) Virtual Reality Development with VRTK4 - A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps... Unity (R) Virtual Reality Development with VRTK4 - A No-Coding Approach to Developing Immersive VR Experiences, Games, & Apps (Paperback, 1st ed.)
Christopher Coutinho
R1,556 R1,283 Discovery Miles 12 830 Save R273 (18%) Ships in 18 - 22 working days

Get hands-on practical knowledge of concepts and techniques for VR development using Unity (R) and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences.Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR. VRTK is a battle-tested VR solution for Unity; VRTK 4, in conjunction with Unity, has changed the dynamics of VR development.This book focuses on creating deep understanding of how advanced VR mechanics and techniques are built and utilized as a part of a VR framework. You will start off by setting up your devices for VR development and learn about the advantages of using VRTK 4 over alternate SDKs. You will learn to setup your very own custom VRTK Rig, find out how to setup various advanced VR mechanics and locomotion techniques, how to create several spatial UI objects, and how to setup Unity 2D UI controls. You will also cover advanced topics such as using angular and linear drives, setting up a VR Simulator to work with a XBox Controller, and realistic physics VR hands. By the end of this book, you will know how to create advanced VR mechanics that can be used within any VR experience, game, or App and deployed across several platforms and hardware. What You Will Learn Understand how to develop Immersive VR experiences Create a VR simulator to test your project Generate advanced Spatial UI that you can interact with physically using your hands Who This Book Is For?Unity game developers conversant with Unity's Editor. Basic knowledge of how Unity Prefabs function, how events work in general, and programming logic would be beneficial.

Advanced Unity Game Development - Build Professional Games with Unity, C#, and Visual Studio (Paperback, 1st ed.): Victor G... Advanced Unity Game Development - Build Professional Games with Unity, C#, and Visual Studio (Paperback, 1st ed.)
Victor G Brusca
R1,538 R1,266 Discovery Miles 12 660 Save R272 (18%) Ships in 18 - 22 working days

Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more. Author Victor Brusca walks you through the game's code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you'll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project. On completing this book, you'll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more. What You Will Learn Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects Learn to implement game mechanics connected to Unity scene game objects with working demonstrations Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project Create a complete game from ground up using prefab models and the code reviewed throughout the text Who This Book Is ForReaders with some coding experience, an understanding of classes in an OOP language, and solid experience using the Unity Editor. The code is reviewed and explained in detail on a class-by-class basis while also providing an overview of the overall structure of the code base, project, and scenes.

The Game Maker's Companion (Paperback, 1st ed.): Jacob Habgood, Nana Nielsen, Kevin Crossley, Martin Rijks The Game Maker's Companion (Paperback, 1st ed.)
Jacob Habgood, Nana Nielsen, Kevin Crossley, Martin Rijks
R1,816 R1,494 Discovery Miles 14 940 Save R322 (18%) Ships in 18 - 22 working days

The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.

Unity Networking Fundamentals - Creating Multiplayer Games with Unity (Paperback, 1st ed.): Sloan Kelly, Khagendra Kumar Unity Networking Fundamentals - Creating Multiplayer Games with Unity (Paperback, 1st ed.)
Sloan Kelly, Khagendra Kumar
R1,390 R1,143 Discovery Miles 11 430 Save R247 (18%) Ships in 18 - 22 working days

Learn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture. The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network. By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games. What You Will Learn Know the difference between TCP and UDP, and the pros and cons of these protocols Create client-server multiplayer games in Unity using C# Receive and process data from a remote server using RESTful APIs Understand latency and how to mitigate its impact Who This Book Is For Readers familiar with Unity and C# development who want to create multiplayer games

AdvancED Game Design with Flash (Paperback, 1st ed.): Rex Van Der Spuy AdvancED Game Design with Flash (Paperback, 1st ed.)
Rex Van Der Spuy
R1,177 R1,031 Discovery Miles 10 310 Save R146 (12%) Ships in 18 - 22 working days

Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you've mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You'll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You'll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.Each chapter highlights a new advanced technique illustrated by practical examples. Examples of games are given in a variety of genres, all of which take an object-oriented programming approach. Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data. What you'll learn How to use vectors to figure out where objects are going and how they should react to collisions Pixel-perfect collision detection for irregular shapes using hitTest and bitmapData How to use design patterns and abstract data models to manage complex games efficiently How to create advanced enemy artificial intelligence systems using pathfinding strategies in grid-based environments How to use XML to load and save game data How to use sound and music in games and create particle effects using blitting. Who this book is for

This book is for experienced Flash and ActionScript 3.0 developers who want to take their game design skills to a professional level. Readers should have a solid background in object-oriented ActionScript 3.0 programming, and may have attempted game projects of their own. If you have readFoundation Game Design with Flash, then this book will be a natural next step for you. The book covers game design strategies and techniques common to many game design platformsnot just Flashand will help you create top-quality games that are quick to build and easy to maintain. Table of Contents Modeling Game Data Vectors: Ghosts in the Machine Collisions Between Circles Collisions Between Polygons Pixel-Perfect Collision and Destructible Environments Explosions, Blitting, and Optimization Make It Fun Sound, Music, and AI Tile-Based Game Design Pathfinding XML and External Data

NES Classic - Ultimate Guide To The NES Classic: Tips, Tricks, and Strategies to all 30 Games (Paperback): Blacknes Guy NES Classic - Ultimate Guide To The NES Classic: Tips, Tricks, and Strategies to all 30 Games (Paperback)
Blacknes Guy
R618 R553 Discovery Miles 5 530 Save R65 (11%) Ships in 18 - 22 working days
Beginning XNA 3.0 Game Programming - From Novice to Professional (Paperback, 1st ed.): Bruno Evangelista, Alexandre Santos... Beginning XNA 3.0 Game Programming - From Novice to Professional (Paperback, 1st ed.)
Bruno Evangelista, Alexandre Santos Lobao, Riemer Grootjans, Jose Antonio Leal de Farias
R915 R794 Discovery Miles 7 940 Save R121 (13%) Ships in 18 - 22 working days

Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to knowjust learn what you need to start creating your own games right now

This fastpaced introduction to XNA 3.0 and the C# language provides you with a quickstart guide to creating highquality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professionallooking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques. What you'll learn Master game planning and programming basicsUnderstand 2D graphics, audio, and input basicsCreate your first 2D gameImprove your first 2D gameExplore the basics of game networkingDeal with sound in XNA 3.0See how to create a 2D multiplayer game, Rock Rain Live Understand 3D game programming basicsRender pipelines, shaders, and effectsWork with lights, cameras, and transformationsGenerate a terrainLearn skeletal animation techniquesCreate a thirdperson shooter gamePlay games on the Zune console Who this book is for

This book is for anyone approaching XNA programming for the Xbox 360 for the first time, whether they have experience programming computer games or not.

The Ultimate Guide to The Legend of Zelda A Link to the Past (Paperback): Blacknes Guy The Ultimate Guide to The Legend of Zelda A Link to the Past (Paperback)
Blacknes Guy
R906 R785 Discovery Miles 7 850 Save R121 (13%) Ships in 18 - 22 working days
XNA 3.0 Game Programming Recipes - A Problem-Solution Approach (Paperback, 1st ed.): Riemer Grootjans XNA 3.0 Game Programming Recipes - A Problem-Solution Approach (Paperback, 1st ed.)
Riemer Grootjans
R969 R848 Discovery Miles 8 480 Save R121 (12%) Ships in 18 - 22 working days

Join the game development revolution today XNA 3.0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn't sacrifice power for this ease of useit is built entirely on DirectX technology.

Completely updated for XNA 3.0, expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Xbox 360, PC, and Zune. Advanced XNA programmers, experienced coders new to game development, and even complete beginners will find XNA 3.0 Game Programming Recipes an invaluable companion whether building games for fun or as commercial products. What you'll learn

This title covers virtually every feature of the XNA 3.0 Framework. It focuses primarily on 2D and 3D graphics programming, but other game programming features such as audio playback, networking, and mobile gaming are also discussed in detail.

These are some of the topics that are being covered in depth: How to create 2D graphics 3D rendering techniques at various levels of difficulty Creating games for the Zune mobile device Loading, rendering, and animating 3D models How to read input devices: keyboard, mouse, and Xbox 360 Controller Using audio to spice up your game Adding networking to your game to challenge your friends Architectural XNA features, such as GameComponents The content pipeline: one of the three major components in XNA game development A whole list of HLSL techniques Who this book is for

This book is for everyone Whatever your experience, you will find a recipe to suit your need and skill. Great care has been taken to ensure the easier recipes provide a great deal of detail so they can be followed by readers without much programming experience. Each chapter gradually builds in difficulty so you will be able to progress through it as your XNA coding improves and you move on to more sophisticated techniques.

Daigo The Beast - Umehara Fighting Gamers! Volume 2 (Paperback): Maki Tomoi Daigo The Beast - Umehara Fighting Gamers! Volume 2 (Paperback)
Maki Tomoi; Edited by Daigo Umehara; Artworks by Kengoro Nishide
R519 R472 Discovery Miles 4 720 Save R47 (9%) Ships in 9 - 17 working days

He is the most dominant fighting game champion in the world. But before he was Japan's first pro gamer, Daigo was one of many players battling their way through Japanese arcades during the golden age of fighting games. Find out how the player became the legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 2: In the 1990s, the young Daigo is rising above the fray on the challenging Akihabra arcade beat. But when his singular dedication to gaming faces the resistance of an unforgiving society, conflict begins to brew.

C Coding - Ultimate Step-By-Step Guide to Learning C Programming Fast (Paperback): Robert Anderson C Coding - Ultimate Step-By-Step Guide to Learning C Programming Fast (Paperback)
Robert Anderson
R339 Discovery Miles 3 390 Ships in 18 - 22 working days
Physics for Game Developers 2e (Paperback, 2nd edition): David M. Bourg Physics for Game Developers 2e (Paperback, 2nd edition)
David M. Bourg
R1,151 R953 Discovery Miles 9 530 Save R198 (17%) Ships in 9 - 17 working days

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

Building XNA 2.0 Games - A Practical Guide for Independent Game Development (Paperback, 1st ed.): John Sedlak, James Silva Building XNA 2.0 Games - A Practical Guide for Independent Game Development (Paperback, 1st ed.)
John Sedlak, James Silva
R964 R843 Discovery Miles 8 430 Save R121 (13%) Ships in 18 - 22 working days

Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award-winning game, The Dishwasher: Dead Samurai. Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in-depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award-winning title, from concept to reality. He reveals tips and techniques for creating a polished, high-quality game with very few resources, while bridging the gap between coding and art. This title shows software developers the following: The creation of a polished game from start to finish Design philosophies Next-gen 2D graphics, including shaders Techniques for fast, fluid game play XACT Audio and XInput Eye-catching particle effects for visual stimulation The book is packed full of code, pictures, and valuable insights into XNA game development.

XNA 2.0 Game Programming Recipes - A Problem-Solution Approach (Paperback, 1st Corrected ed., Corr. 4th printing): Riemer... XNA 2.0 Game Programming Recipes - A Problem-Solution Approach (Paperback, 1st Corrected ed., Corr. 4th printing)
Riemer Grootjans
R1,024 R902 Discovery Miles 9 020 Save R122 (12%) Ships in 18 - 22 working days

In this book, XNA expert Reimer Grootjans brings together a selection of the hottest quick-start recipes in XNA programming for the Xbox and Windows PC. Advanced XNA programmers, experienced coders new to games development, and even complete beginners will find XNA Game Programming Recipes an invaluable companion when building games for fun or as commercial products. Numerous problem-solving recipes cover topics from cameras and angles, to textures, models, and lighting and shadowing, and will get you over the common hurdles encountered in both 2D and 3D XNA application design.

Great Casino Slots - The Latest, Hottest, Newest and Best Casino Games! (Paperback): Victor H. Royer Great Casino Slots - The Latest, Hottest, Newest and Best Casino Games! (Paperback)
Victor H. Royer
R377 Discovery Miles 3 770 Ships in 18 - 22 working days
Brenda Laurel - Pioneering Games for Girls (Paperback): Carly A Kocurek Brenda Laurel - Pioneering Games for Girls (Paperback)
Carly A Kocurek
R1,030 Discovery Miles 10 300 Ships in 18 - 22 working days

Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Patternmaking for Fashion Design (with…
Helen Armstrong Hardcover R5,494 Discovery Miles 54 940
Compassion Focused Therapy Participant…
Rachel Arnold, Cameron T. Alldredge, … Paperback R881 Discovery Miles 8 810
Intermezzo
Sally Rooney Paperback R410 R366 Discovery Miles 3 660
Design And Technology In Primary School…
Les Tickle Paperback R685 Discovery Miles 6 850
A Mother's Love
Danielle Steel Paperback R385 R349 Discovery Miles 3 490
WJEC Eduqas GCSE (9-1) Design and…
Ian Fawcett, Jacqui Howells, … Paperback R1,071 Discovery Miles 10 710
Career Counselling And Guidance In The…
Melinda Coetzee, Herman Roythorne-Jacobs, … Paperback R715 R652 Discovery Miles 6 520
13-Minute Murder
James Patterson Paperback  (1)
R239 R220 Discovery Miles 2 200
People-Pleasing Pastors - Avoiding the…
Charles Stone, Ed Stetzer Paperback R496 Discovery Miles 4 960
Die Wet Van Gauteng
Hannes Barnard Paperback R340 R304 Discovery Miles 3 040

 

Partners