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Books > Computing & IT > Computer programming > General
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
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.
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.
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design
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.
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!
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.
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
An up-to-date guide to Arduino programming-no experience required! This fully updated guide shows, step by step, how to quickly and easily program all Arduino models using its modified C language and the Arduino IDE. You will learn how to configure hardware and software, write your own sketches, work with built-in and custom Arduino libraries, and develop apps for the Internet of Things. This edition features new coverage of using Arduino as a framework for programming other popular boards. Electronics guru Simon Monk gets you up to speed quickly, teaching all concepts and syntax through simple language and clear instruction designed for absolute beginners. Programming Arduino: Getting Started with Sketches, Third Edition features dozens of easy-to-follow examples and high-quality illustrations. All of the sample sketches featured in the book can be used as-is or modified to suit the reader's needs. Screenshots, diagrams, and source code illustrate each technique All sample programs in the book are available for download Written by a well-known hobbyist and experienced author
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.
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.
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.
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
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.
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!
Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile and Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract and Retain Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.
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.
Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: Mastering the myriad of ad specs, deadlines, quality and version control issues Creating ads that balance campaign goals with design constraints Preparing and building ads with team and QC standards Using forms and data in ads without file bloat File optimization techniques for swf files 3rd party rich media technologies that transcend the 30k banner Integrating video into sites and banners Social media applications Trafficking and tracking ads for impressions, interactions, clicks, and conversions Using ActionScript to save development time and implement team standardsPublished projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com
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/
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 |
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