![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer programming > General
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
Describes how to create websites based on R Markdown Describes how to publish data analysis results and R computing/graphics output Can be used to create general-purpose websites, not just blogs
Parallelism is the key to achieving high performance in computing. However, writing efficient and scalable parallel programs is notoriously difficult, and often requires significant expertise. To address this challenge, it is crucial to provide programmers with high-level tools to enable them to develop solutions easily, and at the same time emphasize the theoretical and practical aspects of algorithm design to allow the solutions developed to run efficiently under many different settings. This thesis addresses this challenge using a three-pronged approach consisting of the design of shared-memory programming techniques, frameworks, and algorithms for important problems in computing. The thesis provides evidence that with appropriate programming techniques, frameworks, and algorithms, shared-memory programs can be simple, fast, and scalable, both in theory and in practice. The results developed in this thesis serve to ease the transition into the multicore era. The first part of this thesis introduces tools and techniques for deterministic parallel programming, including means for encapsulating nondeterminism via powerful commutative building blocks, as well as a novel framework for executing sequential iterative loops in parallel, which lead to deterministic parallel algorithms that are efficient both in theory and in practice. The second part of this thesis introduces Ligra, the first high-level shared memory framework for parallel graph traversal algorithms. The framework allows programmers to express graph traversal algorithms using very short and concise code, delivers performance competitive with that of highly-optimized code, and is up to orders of magnitude faster than existing systems designed for distributed memory. This part of the thesis also introduces Ligra , which extends Ligra with graph compression techniques to reduce space usage and improve parallel performance at the same time, and is also the first graph processing system to support in-memory graph compression. The third and fourth parts of this thesis bridge the gap between theory and practice in parallel algorithm design by introducing the first algorithms for a variety of important problems on graphs and strings that are efficient both in theory and in practice. For example, the thesis develops the first linear-work and polylogarithmic-depth algorithms for suffix tree construction and graph connectivity that are also practical, as well as a work-efficient, polylogarithmic-depth, and cache-efficient shared-memory algorithm for triangle computations that achieves a 2-5x speedup over the best existing algorithms on 40 cores. This is a revised version of the thesis that won the 2015 ACM Doctoral Dissertation Award.
Objects Through Relations: The ADOORE Approach; M. Kopecky, J. Pokorny. Object-Oriented Information Technologies; Y.-W. Chiou. Use of Object-Orientation for Information Systems Development in Software Companies in Finland: A Proposal for Study; P. Paetau. A Feature-Based Approach for Consistent Object-Oriented Requirements Specification; K.S. Cheung, et al. Creativity, Group Support Systems, and Systems Development; M. Nagasundaram. Team Support for Software Development; D. Vogel, et al. Modeling the Dynamics of Cooperative Work Arrangements; B. Krogh. Systems Integration in a Co-operative Society;J. Vorisek, J. Pour. Failure Analysis in Information Systems Design; H. Linger, et al. Problems Associated with Cost/Benefit Analysis for Strategic Information Systems; E. Stickel. Objectives and Reality: User Participation in Information System Development; M. Kirveennummi. Systems Development Methodologies: Time to Advance the Clock; B. Fitzgerald. The Software Evolution Process, its Global Improvement, and the Perceived Efficacy of Process Assessment Schemes as Improvement Drivers; E.M. Gray, W.L. Smith. How Shared is Shared Understanding in Information Requirements Determination?; J. McKay, et al. 31 Additional Articles. Index.
This is the first book of its kind that describes the use of ANSYS (R) finite element analysis (FEA) software, and MATLAB (R) engineering programming software to solve acoustic problems. It covers simple text book problems, such as determining the natural frequencies of a duct, to progressively more complex problems that can only be solved using FEA software, such as acoustic absorption and fluid-structure-interaction. It also presents benchmark cases that can be used as starting points for analysis. There are practical hints too for using ANSYS software. The material describes how to solve numerous problems theoretically, and how to obtain solutions from the theory using MATLAB engineering software, as well as analyzing the same problem using ANSYS Workbench and ANSYS Mechanical APDL. Free downloads are provided on http://www.mecheng.adelaide.edu.au/avc/software, including MATLAB source code, ANSYS APDL models, and ANSYS Workbench models Includes readers' techniques and tips for new and experienced users of ANSYS software Identifies bugs and deficiencies to help practitioners avoid making mistakes It can be used as a textbook for graduate students in acoustics, vibration, and related areas in engineering; undergraduates in mechanical and electrical engineering; and as an authoritative reference for industry professionals.
This book serves as a general introduction to the area of image processing as well as to data-parallel processing. It covers a number of standard algorithms in image processing and describes their parallel implementation in a practical "hands-on" approach: Each algorithm is accompanied by numerous diagrams and program source code. Combining text, graphics, and programs is a new approach in presenting the subject matter, which will help students to better grasp the concepts - irrespective of the programming language used.The programming language chosen for all examples is a structured parallel programming language which is ideal for educational purposes. It has a number of advantages over C, and since all image processing tasks are inherently parallel, using a parallel language for presentation actually simplifies the subject matter, resulting in shorter source codes and better understanding. Sample programs and a free compiler are available on the Web.
Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton, consisting of hierarchical rotations to drive the motions, and a skin, or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner's guide to learning and understanding the essential aspects of character setup, evaluation, skeletal construction, and deformation. Borrowing from the author's extensive experience in the field, it presents the primary theories, constructs, and objectives for constructing a basic rig from the ground up, just as it would be done in a professional studio. The book explains the basic elements of hierarchies, skeletons, kinematics, deformation, skinning, and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems, and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic, conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging, and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute.
Coarse-grained reconfigurable architecture (CGRA) has emerged as a solution for flexible, application-specific optimization of embedded systems. Helping you understand the issues involved in designing and constructing embedded systems, Design of Low-Power Coarse-Grained Reconfigurable Architectures offers new frameworks for optimizing the architecture of components in embedded systems in order to decrease area and save power. Real application benchmarks and gate-level simulations substantiate these frameworks. The first half of the book explains how to reduce power in the configuration cache. The authors present a low-power reconfiguration technique based on reusable context pipelining that merges the concept of context reuse into context pipelining. They also propose dynamic context compression capable of supporting required bits of the context words set to enable and the redundant bits set to disable. In addition, they discuss dynamic context management for reducing power consumption in the configuration cache by controlling a read/write operation of the redundant context words. Focusing on the design of a cost-effective processing element array to reduce area and power consumption, the second half of the text presents a cost-effective array fabric that uniquely rearranges processing elements and their interconnection designs. The book also describes hierarchical reconfigurable computing arrays consisting of two reconfigurable computing blocks with two types of communication structure. The two computing blocks share critical resources, offering an efficient communication interface between them and reducing the overall area. The final chapter takes an integrated approach to optimization that draws on the design schemes presented in earlier chapters. Using a case study, the authors demonstrate the synergy effect of combining multiple design schemes.
"My absolute favorite for this kind of interview preparation is Steven Skiena's The Algorithm Design Manual. More than any other book it helped me understand just how astonishingly commonplace ... graph problems are -- they should be part of every working programmer's toolkit. The book also covers basic data structures and sorting algorithms, which is a nice bonus. ... every 1 - pager has a simple picture, making it easy to remember. This is a great way to learn how to identify hundreds of problem types." (Steve Yegge, Get that Job at Google) "Steven Skiena's Algorithm Design Manual retains its title as the best and most comprehensive practical algorithm guide to help identify and solve problems. ... Every programmer should read this book, and anyone working in the field should keep it close to hand. ... This is the best investment ... a programmer or aspiring programmer can make." (Harold Thimbleby, Times Higher Education) "It is wonderful to open to a random spot and discover an interesting algorithm. This is the only textbook I felt compelled to bring with me out of my student days.... The color really adds a lot of energy to the new edition of the book!" (Cory Bart, University of Delaware) "The is the most approachable book on algorithms I have." (Megan Squire, Elon University) --- This newly expanded and updated third edition of the best-selling classic continues to take the "mystery" out of designing algorithms, and analyzing their efficiency. It serves as the primary textbook of choice for algorithm design courses and interview self-study, while maintaining its status as the premier practical reference guide to algorithms for programmers, researchers, and students. The reader-friendly Algorithm Design Manual provides straightforward access to combinatorial algorithms technology, stressing design over analysis. The first part, Practical Algorithm Design, provides accessible instruction on methods for designing and analyzing computer algorithms. The second part, the Hitchhiker's Guide to Algorithms, is intended for browsing and reference, and comprises the catalog of algorithmic resources, implementations, and an extensive bibliography. NEW to the third edition: -- New and expanded coverage of randomized algorithms, hashing, divide and conquer, approximation algorithms, and quantum computing -- Provides full online support for lecturers, including an improved website component with lecture slides and videos -- Full color illustrations and code instantly clarify difficult concepts -- Includes several new "war stories" relating experiences from real-world applications -- Over 100 new problems, including programming-challenge problems from LeetCode and Hackerrank. -- Provides up-to-date links leading to the best implementations available in C, C++, and Java Additional Learning Tools: -- Contains a unique catalog identifying the 75 algorithmic problems that arise most often in practice, leading the reader down the right path to solve them -- Exercises include "job interview problems" from major software companies -- Highlighted "take home lessons" emphasize essential concepts -- The "no theorem-proof" style provides a uniquely accessible and intuitive approach to a challenging subject -- Many algorithms are presented with actual code (written in C) -- Provides comprehensive references to both survey articles and the primary literature Written by a well-known algorithms researcher who received the IEEE Computer Science and Engineering Teaching Award, this substantially enhanced third edition of The Algorithm Design Manual is an essential learning tool for students and professionals needed a solid grounding in algorithms. Professor Skiena is also the author of the popular Springer texts, The Data Science Design Manual and Programming Challenges: The Programming Contest Training Manual.
The Microsoft (R) Robotics Developer Studio (MSRDS) and LEGO (R) robots together offer a flexible platform for creating robotic systems. Designed for novices with basic programming skills, Robot Development Using Microsoft (R) Robotics Developer Studio provides clear instructions on developing and operating robots. It includes an extensive array of examples, with corresponding step-by-step tutorials and explanations. The first several chapters of the book introduce the development environment of MSRDS, including concurrency and coordination runtime (CCR), decentralized software services (DSS), visual simulation environment (VSE), and the Microsoft Visual Programming Language (MVPL). The text then covers the inputs and outputs to the robot and control logic and describes how MSRDS can be used to control a LEGO robot's hearing and vision. It also presents a real-life example involving a sumo robot contest. The final chapter provides information on related academic courses, websites, and books. The top-down approach used in this text helps readers think of a robot as a system rather than an assemblage of parts. Readers gain an understanding of methods for integration, design trade-offs, and teamwork-all essential skills for building robots. The MSRDS codes for all examples are available at http://msrds.caece.net/
The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development
Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!
Managing and Mining Graph Data is a comprehensive survey book in
graph management and mining. It contains extensive surveys on a
variety of important graph topics such as graph languages,
indexing, clustering, data generation, pattern mining,
classification, keyword search, pattern matching, and privacy. It
also studies a number of domain-specific scenarios such as stream
mining, web graphs, social networks, chemical and biological data.
The chapters are written by well known researchers in the field,
and provide a broad perspective of the area. This is the first
comprehensive survey book in the emerging topic of graph data
processing.
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author's own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author's website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.
Advances in Computers, Volume 107, the latest volume in a series published since 1960, presents detailed coverage of innovations in computer hardware, software, theory, design and applications. Chapters in this updated volume include Advances in Model-based Analysis and Testing, Advances in Software Quality Assurance, Advances in Handling Uncertainty in Testing, Advances in Testing of Communicating Systems, and Advances in Formal Verification and Cyber-physical Systems. This book provides contributors with a medium in which they can explore their subjects in greater depth and breadth than journal articles usually allow.
The book provides a comprehensive coverage of the widely accepted desiderata of component-based software development, as well as the foundations that these desiderata necessitate. Its unique focus is on component models, the cornerstone of component-based software development. In addition, it presents and analyses existing approaches according to these desiderata.This compendium is an indispensable textbook for an advance undergraduate or postgraduate course unit. Researchers will also find this volume an essential reference material.
Arduino is an open-source platform that makes DIY electronics projects easier than ever. Gone are the days when you had to learn electronics theory and arcane programming languages before you could even get an LED to blink. Now, with this new edition of the bestselling Arduino: A Quick-Start Guide, readers with no electronics experience can create their first gadgets quickly. This book is up-to-date for the new Arduino Zero board, with step-by-step instructions for building a universal remote, a motion-sensing game controller, and many other fun, useful projects. This Quick-Start Guide is packed with fun, useful devices to create, with step-by-step instructions and photos throughout. You'll learn how to connect your Arduino to the Internet and program both client and server applications. You'll build projects such as your own motion-sensing game controller with a three-axis accelerometer, create a universal remote with an Arduino and a few cheap parts, build your own burglar alarm that emails you whenever someone's moving in your living room, build binary dice, and learn how to solder. In one of several new projects in this edition, you'll create your own video game console that you can connect to your TV set. This book is completely updated for the new Arduino Zero board and the latest advances in supporting software and tools for the Arduino. Sidebars throughout the book point you to exciting real-world projects using the Arduino, exercises extend your skills, and "What If It Doesn't Work" sections help you troubleshoot common problems. With this book, beginners can quickly join the worldwide community of hobbyists and professionals who use the Arduino to prototype and develop fun, useful inventions. What You Need: This is the full list of all parts you'd need for all projects in the book; some of these are provided as part of various kits that are available on the web, or you can purchase individually. Sources include adafruit.com, makershed.com, radioshack.com, sparkfun.com, and mouser.com. Please note we do not support or endorse any of these vendors, but we list them here as a convenience for you. * Arduino Zero (or Uno or Duemilanove or Diecimila) board * USB cable * Half-size breadboard * Pack of LEDs (at least 3, 10 or more is a good idea) * Pack of 100 ohm, 10k ohm, and 1k ohm resistors * Four pushbuttons * Breadboard jumper wire / connector wire * Parallax Ping))) sensor * Passive Infrared sensor * An infrared LED * A 5V servo motor * Analog Devices TMP36 temperature sensor * ADXL335 accelerometer breakout board * 6 pin 0.1" standard header (might be included with the ADXL335) * Nintendo Nunchuk Controller * Arduino Ethernet shield * Arduino Proto shield and a tiny breadboard (optional but recommended) * Piezo speaker/buzzer (optional) * Tilt sensor (optional) * A 25-30 Watts soldering iron with a tip (preferrably 1/16") * A soldering stand and a sponge * A standard 60/40 solder (rosin-core) spool for electronics work
Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.
Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.
Demystifies the Processes of Game DevelopmentGame Development for iOS with Unity3D takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store. Encompasses the Whole Range of iOS Game DevelopmentThis practical book begins with advice on writing a game design document and getting Apple developer certification. It then covers the build processes of the Unity Remote application and explains how to use the Unity editor. After focusing on debugging and optimization, the author describes tips for designing and marketing a successful App Store page. The book also features two iOS-ready games to explore, adapt, and play. Source files for the game examples are available at www.crcpress.com. Guides You in Creating a Functional iOS Game Accessible to indie game developers and small- to medium-sized studios, this hands-on guide gives you the tools and knowledge needed to start building and launching iOS games. It helps you create games using Unity3D and publish them to the App Store.
This book gives a comprehensive overview of blockchain programming and its implementation in the wide range of blockchain-based applications such as cross-border payment, digital banking, and digital identities. The consistent thrive of the blockchain phenomenon and the ecosystem of e-business use cases have led to the Industrial Revolution in the e-business world, and it is demonstrated in this book. The digital advancement, interference, and transformation being brought through the influence of the blockchain advancements are creating waves across e-business verticals. The book caters to academics, industrial practitioners, and entrepreneurs working in the field of blockchain technology and programming.
Topological UML Modeling: An Improved Approach for Domain Modeling and Software Development presents a specification for Topological UML (R) that combines the formalism of the Topological Functioning Model (TFM) mathematical topology with a specified software analysis and design method. The analysis of problem domain and design of desired solutions within software development processes has a major impact on the achieved result - developed software. While there are many tools and different techniques to create detailed specifications of the solution, the proper analysis of problem domain functioning is ignored or covered insufficiently. The design of object-oriented software has been led for many years by the Unified Modeling Language (UML (R)), an approved industry standard modeling notation for visualizing, specifying, constructing, and documenting the artifacts of a software-intensive system, and this comprehensive book shines new light on the many advances in the field.
This is a sound textbook for Information Technology and MIS undergraduate students, and MBA graduate students and all professionals looking to grasp a fundamental understanding of information quality. The authors performed an extensive literature search to determine the Fundamental Topics of Data Quality in Information Systems. They reviewed these topics via a survey of data quality experts at the International Conference on Information Quality held at MIT. The concept of data quality is assuming increased importance. Poor data quality affects operational, tactical and strategic decision-making, and yet error rates of up to 70%, with 30% typical are found in practice (Redman). Data that is deficient leads to misinformed people, who in turn make bad decisions. Poor quality data impedes activities such as re-engineering business processes and implementing business strategies. Poor data quality has contributed to major disasters in the federal government, NASA, Information Systems, Federal Bureau of Investigation, and most busineses. The diverse uses of data and the increased sharing of data that has arisen as a result of the widespread introduction of data warehouses have exacerbated deficiencies with the quality of data (Ballou). In addition, up to half the cost of creating a data warehouse is attributable to poor data quality. The management of data quality so as to ensure the quality of information products is examined in Wang. The purpose of this book is to alert our IT-MIS-Business professionals to the pervasiveness and criticality of data quality problems. The secondary agenda is to begin to arm the students with approaches and the commitment to overcome these problems. The current authors have a combined list of over 200 published papers on data and information quality.
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans |
You may like...
Transforming Curriculum Through…
Pradeep Nair, Michael James Keppell, …
Hardcover
R5,441
Discovery Miles 54 410
Challenging Common Core Language Arts…
Clg of William and Mary/Ctr Gift Ed
Paperback
R1,005
Discovery Miles 10 050
Strategies and Methods for Implementing…
Carianne Bernadowski
Hardcover
R5,333
Discovery Miles 53 330
|