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Books > Computing & IT > Computer programming > General
This book aims to capture the fundamentals of computer programming without tying the topic to any specific programming language. To the best of the authors' knowledge there is no such book in the market.
This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.
Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.
The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than theevil ormanipulative experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStationHome. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
Handbook of Approximation Algorithms and Metaheuristics, Second Edition reflects the tremendous growth in the field, over the past two decades. Through contributions from leading experts, this handbook provides a comprehensive introduction to the underlying theory and methodologies, as well as the various applications of approximation algorithms and metaheuristics. Volume 1 of this two-volume set deals primarily with methodologies and traditional applications. It includes restriction, relaxation, local ratio, approximation schemes, randomization, tabu search, evolutionary computation, local search, neural networks, and other metaheuristics. It also explores multi-objective optimization, reoptimization, sensitivity analysis, and stability. Traditional applications covered include: bin packing, multi-dimensional packing, Steiner trees, traveling salesperson, scheduling, and related problems. Volume 2 focuses on the contemporary and emerging applications of methodologies to problems in combinatorial optimization, computational geometry and graphs problems, as well as in large-scale and emerging application areas. It includes approximation algorithms and heuristics for clustering, networks (sensor and wireless), communication, bioinformatics search, streams, virtual communities, and more. About the Editor Teofilo F. Gonzalez is a professor emeritus of computer science at the University of California, Santa Barbara. He completed his Ph.D. in 1975 from the University of Minnesota. He taught at the University of Oklahoma, the Pennsylvania State University, and the University of Texas at Dallas, before joining the UCSB computer science faculty in 1984. He spent sabbatical leaves at the Monterrey Institute of Technology and Higher Education and Utrecht University. He is known for his highly cited pioneering research in the hardness of approximation; for his sublinear and best possible approximation algorithm for k-tMM clustering; for introducing the open-shop scheduling problem as well as algorithms for its solution that have found applications in numerous research areas; as well as for his research on problems in the areas of job scheduling, graph algorithms, computational geometry, message communication, wire routing, etc.
Driven by maturing Web service technologies and the wide acceptance of the service-oriented architecture paradigm, the software industry s traditional business models and strategies have begun to change: software vendors are turning into service providers. In addition, in the Web service market, a multitude of small and highly specialized providers offer modular services of almost any kind and economic value is created through the interplay of various distributed service providers that jointly contribute to form individualized and integrated solutions. This trend can be optimally catalyzed by universally accessible service orchestration platforms service value networks (SVNs) which are the underlying organizational form of the coordination mechanisms presented in this book. Here, the authors focus on providing comprehensive business-oriented insights into today s trends and challenges that stem from the transition to a service-led economy. They investigate current and future Web service business models and provide a framework for Web service value networks. Pricing mechanism basics are introduced and applied to the specific area of SVNs. Strategies for platform providers are analyzed from the viewpoint of a single provider, and so are pricing mechanisms in service value networks which are optimal from a network perspective. The extended concept of pricing Web service derivatives is also illustrated. The presentation concludes with a vision of how Web service markets in the future could be structured and what further developments can be expected to happen. This book will be of interest to researchers in business development and practitioners such as managers of SMEs in the service sector, as well as computer scientists familiar with Web technologies. The book s comprehensive content provides readers with a thorough understanding of the organizational, economic and technical implications of dealing with Web services as the nucleus of modern business models, which can be applied to Web services in general and Web service value networks specifically.."
Microprogrammed State Machine Design is a digital computer architecture text that builds systematically from basic concepts to complex state-machine design. It provides practical techniques and alternatives for designing solutions to data processing problems both in commerce and in research purposes. It offers an excellent introduction to the tools and elements of design used in microprogrammed state machines, and incoporates the necessary background in number systems, hardware building blocks, assemblers for use in preparing control programs, and tools and components for assemblers . The author conducts an in-depth examination of first- and second-level microprogrammed state machines. He promotes a top-down approach that examines algorithms mathematically to exploit the simplifications resulting from choosing the proper representation and application of algebraic manipulation. The steps involved in the cycle of design and simulation steps are demonstrated through an example of running a computer through a simulation. Other topics covered in Microprogrammed State Machine Design include a discussion of simulation methods, the development and use of assembler language processors, and comparisons among various hardware implementations, such as the Reduced Instruction Set Computer (RISC) and the Digital Signal Processor (DSP). As a text and guide, Microprogrammed State Machine Design will interest students in the computer sciences, computer architectects and engineers, systems programmers and analysts, and electrical engineers.
Amazon Web Services (AWS) is the leading public cloud platform. In this book you will learn to use Microsoft PowerShell to create, host, manage, and administer workloads using Amazon Web Services. You will learn how to create virtual machines, provision storage, configure networks, and more-all using your preferred Windows scripting language. CIOs everywhere are leading their organizations to the cloud, but there are few books available to help. This book focuses on moving Microsoft Windows workloads to the cloud using technologies familiar to enterprise Microsoft-based professionals. The completely revised and expanded Pro PowerShell for Amazon Web Services is written specifically for Windows professionals who already know PowerShell and want to learn to host Windows workloads on Amazon Web Services. The cloud offers information technology workers significant cost savings and agility unimaginable even just a few years ago. Tasks that traditionally took weeks of work, costing thousands of dollars, can be completed in minutes for a fraction of a penny. New chapters in this second edition cover: AWS Lambda, Amazon WorkSpaces, Amazon AppStream 2.0, AWS Directory Service, Amazon WorkDocs, and AWS System Manager. What You'll Learn Create and manage Windows servers on Elastic Compute Cloud (EC2) Configure and secure networks with Virtual Private Cloud (VPC) Leverage autoscaling to adjust resources as load changes Deploy and manage SQL Server using the Relational Database Service (RDS) Manage virtual desktops using WorkSpaces and AppStream Leverage AWS Systems Manager to manage Windows at scale Who This Book Is For Windows professionals who want to learn more about Amazon Web Services, with a focus on running Windows workloads and automated management at scale using PowerShell tools for AWS. The book assumes you have knowledge of Windows and PowerShell, but are new to AWS.
A practical introduction to the creation of Web pages, this title has been fully revised and expanded to include the most recent developments in HTML. As well as covering the design issues surrounding Web pages, it also includes sample HTML that can be incorporated into your pages, with worked examples. This second edition covers areas such as frames and tables, Java, and CGI scripts. Includes:1. What is the Internet, and where does the Web fit into it? 2. Using the World Wide Web as a Web author 3. First steps in designing your Web page 4. Working with the search engines 5. Writing Web pages 6. Forms 7. Tables 8. Colour on your pages 9. Frames 10. JavaScript and CGI 11. Meta tags 12. Publishing your pages 13. Authoring tools 14. Adding multimedia to a page 15. Further Resources Glossary
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program, from an experienced college professor What to expect while working in the games industry, from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry
It's easy to write correct Ruby code, but to gain the fluency needed to write "great "Ruby code, you must go beyond syntax and absorb the "Ruby way" of thinking and problem solving. In "Eloquent Ruby, "Russ Olsen helps you write Ruby like true Rubyists do-so you can leverage its immense, surprising power. Olsen draws on years of experience internalizing the Ruby culture and teaching Ruby to other programmers. He guides you to the "Ah Ha " moments when it suddenly becomes clear why Ruby works the way it does, and how you can take advantage of this language's elegance and expressiveness." Eloquent Ruby "starts small, answering tactical questions focused on a single statement, method, test, or bug. You'll learn how to write code that actually looks like Ruby (not Java or C#); why Ruby has so many control structures; how to use strings, expressions, and symbols; and what dynamic typing is really good for. Next, the book addresses bigger questions related to building methods and classes. You'll discover why Ruby classes contain so many tiny methods, when to use operator overloading, and when to avoid it. Olsen explains how to write Ruby code that writes its own code-and why you'll want to. He concludes with powerful project-level features and techniques ranging from gems to Domain Specific Languages. A part of the renowned Addison-Wesley Professional Ruby Series, "Eloquent Ruby "will help you "put on your Ruby-colored glasses" and get results that make you a true believer.
BTEC National for IT Practitioners: Systems Units has been written specifically to cover the systems pathway of the BTEC National specifications. This book caters for one of the most popular pathways in the BTEC National specifications, bringing together all the key specialist units for students who have chosen the systems route, including the core units specific to this pathway that aren't covered in the core unit book. When used alongside its companions for the core units and business pathways, this series delivers the most accessible and usable student textbooks available for the BTEC National. Units covered: Unit 11 - Data Analysis and Design Unit 22 - Network Management Unit 13 - Human Computer Interaction Unit 28 - IT Technical Support Unit 16 - Maintaining Computer Systems Unit 29 - IT Systems Troubleshooting and Repair Written by an experienced tutor, each unit is illustrated with assessment activities, end-of-chapter questions, case studies and practical exercises. The result is a clear, straightforward textbook that encourages independent study and acts as a reference to various topics within the qualification.
Create awesome iOS and Android apps with a single tool! Flutter is an app developer's dream come true. With Google's open source toolkit, you can easily build beautiful apps that work across platforms using a single codebase. This flexibility allows you to get your work out to the widest possible audience. With Flutter already being used by thousands of developers worldwide in a market where billions of apps are downloaded every year, now is the right time to get ahead of the curve with this incredible tool. Flutter for Dummies is your friendly, ground-up route to creating multi-platform apps. From how to construct your initial frameworks to writing code in Dart, you'll find the essentials you need to ride the Flutter revolutionary wave to success. This book includes how to create an intuitive and stunning UI, add rich interactivity, and easily pull in data. You'll also see how Flutter features like Hot Reload--providing sub-second refreshes as you refine your work--help you make sure your app is a delight to use. Start simple: follow steps to build a basic app It's alive! Keep connected to online data It moves! Make things fun with animated features Get the word out: use tips to expand your audience Whether you're a fledgling developer or an expert wanting to add a slick feather to your programming cap, join the Flutter revolution now and soar above the rest!
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing.
From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:
This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (RPG), and everything in between, including massively multiplayer online games, real-time strategy games, sports games, horror games, serious games, casual games, handheld games, and more. Game writing samples are included with the book, and more are available online.
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
The main goal of this book is to help organizations improve their effort estimates and effort estimation processes by providing a step-by-step methodology that takes them through the creation and validation of models that are based on their own knowledge and experience. Such models, once validated, can then be used to obtain predictions, carry out risk analyses, enhance their estimation processes for new projects and generally advance them as learning organizations. Emilia Mendes presents the Expert-Based Knowledge Engineering of Bayesian Networks (EKEBNs) methodology, which she has used and adapted during the course of several industry collaborations with different companies world-wide over more than 6 years. The book itself consists of two major parts: first, the methodology's foundations in knowledge management, effort estimation (with special emphasis on the intricacies of software and Web development) and Bayesian networks are detailed; then six industry case studies are presented which illustrate the practical use of EKEBNs. Domain experts from each company participated in the elicitation of the bespoke models for effort estimation and all models were built employing the widely-used Netica tool. This part is rounded off with a chapter summarizing the experiences with the methodology and the derived models. Practitioners working on software project management, software process qualityor effort estimation and risk analysis in general will find a thorough introduction into an industry-proven methodology as well as numerous experiences, tips and possible pitfalls invaluable for their daily work."
Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with 'locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokemon Go and its incorporation into 'smart city' strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players' engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.
SC-FDMA for Mobile Communications examines Single-Carrier Frequency Division Multiple Access (SC-FDMA). Explaining this rapidly evolving system for mobile communications, it describes its advantages and limitations and outlines possible solutions for addressing its current limitations. The book explores the emerging trend of cooperative communication with SC-FDMA and how it can improve the physical layer security. It considers the design of distributed coding schemes and protocols for wireless relay networks where users cooperate to send their data to the destination. Supplying you with the required foundation in cooperative communication and cooperative diversity, it presents an improved Discrete Cosine Transform (DCT)-based SC-FDMA system. It introduces a distributed space-time coding scheme and evaluates its performance and studies distributed SFC for broadband relay channels. Presents relay selection schemes for improving the physical layer Introduces a new transceiver scheme for the SC-FDMA system Describes space-time/frequency coding schemes for SC-FDMA Includes MATLAB (R) codes for all simulation experiments The book investigates Carrier Frequency Offsets (CFO) for the Single-Input Single-Output (SISO) SC-FDMA system, and Multiple-Input Multiple-Output (MIMO) SC-FDMA system simulation software. Covering the design of cooperative diversity schemes for the SC-FDMA system in the uplink direction, it also introduces and studies a new transceiver scheme for the SC-FDMA system.
With a vast selection of typefaces now available, there is no excuse for using boring typography in web design. The New Web Typography: Create a Visual Hierarchy with Responsive Web Design shows you how to implement web-safe fonts to create visually appealing and multi-browser-friendly websites while encouraging you to develop designs that express your own unique typographic voice. This book discusses general principles for choosing typefaces for on-screen display and tips for creating a visual hierarchy that works on monitors, tablets, and smartphones. It shares some of the authors' personal experiences to illustrate situations where one font would be more effective than another in giving readers an optimized experience that includes quick download times and an overall aesthetically pleasing presentation. Since good typography is good web design, font selection is a critical aspect of web design. The New Web Typography is more than a simple overview of web typography. It provides practical advice and examples that help you make good decisions in choosing fonts for web design.
In the world of web design, if one wants to create a successful web site, one needs an effective content strategy. Return on Engagement shows web designers and developers how to implement an effective content strategy and how to stay ahead in the rapidly changing industry of web design. It presents best practices in terms of web design through a marketing function: content strategy, SEO, social media marketing, and success measurement to help web designers implement a strategy that ensures success for the site they are building. Return on Engagement shows web designers and developers how to not just design an aesthetically pleasing, functional website. This book shows those professionals how to implement marketing strategies and analysis into their website, thus ensuring its success. Nearly 3 years since the previous edition published, new best practices have been formed. Tools in which web developers use to analyze website metrics have advanced. New social media networks and communities have cropped up. New research in how audiences read and receive content has been done, subsequently refining best digital marketing practices. Return on Engagement features a step-by-step breakdown of how to use new tools, techniques, and technologies. The new edition also includes updated case studies of industry leaders who implement best practices on projects. Return on Engagement also features a regularly updated companion site that offers readers sample content, easy sharing tools, and web-based resources to help measure marketing viability of web properties.
In the world of web design, if one wants to create a successful web site, one needs an effective content strategy. Return on Engagement shows web designers and developers how to implement an effective content strategy and how to stay ahead in the rapidly changing industry of web design. It presents best practices in terms of web design through a marketing function: content strategy, SEO, social media marketing, and success measurement to help web designers implement a strategy that ensures success for the site they are building. Return on Engagement shows web designers and developers how to not just design an aesthetically pleasing, functional website. This book shows those professionals how to implement marketing strategies and analysis into their website, thus ensuring its success. Nearly 3 years since the previous edition published, new best practices have been formed. Tools in which web developers use to analyze website metrics have advanced. New social media networks and communities have cropped up. New research in how audiences read and receive content has been done, subsequently refining best digital marketing practices. Return on Engagement features a step-by-step breakdown of how to use new tools, techniques, and technologies. The new edition also includes updated case studies of industry leaders who implement best practices on projects. Return on Engagement also features a regularly updated companion site that offers readers sample content, easy sharing tools, and web-based resources to help measure marketing viability of web properties.
Until now, no other book examined the gap between the theory of algorithms and the production of software programs. Focusing on practical issues, A Programmer's Companion to Algorithm Analysis carefully details the transition from the design and analysis of an algorithm to the resulting software program. Consisting of two main complementary parts, the book emphasizes the concrete aspects of translating an algorithm into software that should perform based on what the algorithm analysis indicated. In the first part, the author describes the idealized universe that algorithm designers inhabit while the second part outlines how this ideal can be adapted to the real world of programming. The book explores analysis techniques, including crossover points, the influence of the memory hierarchy, implications of programming language aspects, such as recursion, and problems arising from excessively high computational complexities of solution methods. It concludes with four appendices that discuss basic algorithms; memory hierarchy, virtual memory management, optimizing compilers, and garbage collection; NP-completeness and higher complexity classes; and undecidability in practical terms. Applying the theory of algorithms to the production of software, A Programmer's Companion to Algorithm Analysis fulfills the needs of software programmers and developers as well as students by showing that with the correct algorithm, you can achieve a functional software program.
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments. |
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