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Books > Computing & IT > Computer programming > General
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.
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors own lifelong experience with videogames, Vintage Game Consoles explores each system s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy s Underdog Computer, written with Boisy G. Pitre. He s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he s author of Dungeons and Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great
In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!
See Why Blender Is Right for Your Studio's Pipeline Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender's capability to do the job in each production department. Whether you are a beginner or more advanced user, you'll see why Blender should be taken into consideration in animation and film production. This Blender reference will help you: Manage your projects from start to finish Understand the different stages in any animation production See how studios work and develop their animation projects Describing the versatility and power of Blender, the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead, the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios.
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.
The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices. Links to code examples and sound files can be found on the Downloads/Updates tab.
More than ever, learning to program concurrency is critical to creating faster, responsive applications. Speedy and affordable multicore hardware is driving the demand for high-performing applications, and you can leverage the Java platform to bring these applications to life. Concurrency on the Java platform has evolved, from the synchronization model of JDK to software transactional memory (STM) and actor-based concurrency. This book is the first to show you all these concurrency styles so you can compare and choose what works best for your applications. You'll learn the benefits of each of these models, when and how to use them, and what their limitations are. Through hands-on exercises, you'll learn how to avoid shared mutable state and how to write good, elegant, explicit synchronization-free programs so you can create easy and safe concurrent applications. The techniques you learn in this book will take you from dreading concurrency to mastering and enjoying it. Best of all, you can work with Java or a JVM language of your choice - Clojure, JRuby, Groovy, or Scala - to reap the growing power of multicore hardware. If you are a Java programmer, you'd need JDK 1.5 or later and the Akka 1.0 library. In addition, if you program in Scala, Clojure, Groovy or JRuby you'd need the latest version of your preferred language. Groovy programmers will also need GPars.
Makes Numerical Programming More Accessible to a Wider Audience Bearing in mind the evolution of modern programming, most specifically emergent programming languages that reflect modern practice, Numerical Programming: A Practical Guide for Scientists and Engineers Using Python and C/C plus plus utilizes the author's many years of practical research and teaching experience to offer a systematic approach to relevant programming concepts. Adopting a practical, broad appeal, this user-friendly book offers guidance to anyone interested in using numerical programming to solve science and engineering problems. Emphasizing methods generally used in physics and engineering from elementary methods to complex algorithms it gradually incorporates algorithmic elements with increasing complexity. Develop a Combination of Theoretical Knowledge, Efficient Analysis Skills, and Code Design Know-How The book encourages algorithmic thinking, which is essential to numerical analysis. Establishing the fundamental numerical methods, application numerical behavior and graphical output needed to foster algorithmic reasoning, coding dexterity, and a scientific programming style, it enables readers to successfully navigate relevant algorithms, understand coding design, and develop efficient programming skills. The book incorporates real code, and includes examples and problem sets to assist in hands-on learning. Begins with an overview on approximate numbers and programming in Python and C/C plus plus, followed by discussion of basic sorting and indexing methods, as well as portable graphic functionality Contains methods for function evaluation, solving algebraic and transcendental equations, systems of linear algebraic equations, ordinary differential equations, and eigenvalue problems Addresses approximation of tabulated functions, regression, integration of one-
This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1. 3D modeling, including techniques specifically for both the body and head. 2. Unwrapping a model, which is one of the most misunderstood processes. 3. An overview of creating textures for your Unwrapped chararacter using Photoshop. 4. Rigging or Skinning a Character, using the industry standard Character Studio 4. 5. 'How to make your character move' with an overview of game animation and deeper into Character Studio. But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.
Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl s holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store. Over 70 practical step-by-step exercises recreating the game mechanics of contemporary mobile games, including Angry Birds, Temple Run, Year Walk, Minecraft, Curiosity Cube, Fruit Ninja, and more. Design principles, art, and programming in unison the one-stop shop for indie developers requiring interdisciplinary skills in their small teams. An introduction to essential two- and three-dimensional mathematics, geometry and physics concepts. A portfolio of royalty free reusable game mechanics and assets. Accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and teaching resources. Challenge questions and lesson plans are available online for an enhanced learning experience.
Build HTML5-powered mobile web experiences with the aid of development frameworks that speed the development of Native App-like experiences. Build on your foundation of HTML and JavaScript with a complete understanding of the different mobile Web browser technologies. You get carefully detailed techniques that are illustrated in full color so you can leverage the Web technologies unique to each mobile browser, apply frameworks such as Sencha Touch to rapidly build out your designs, and design techniques expressly suited for tablet devices. Projects provide hands-on practice and code is provided on the companion website, www.visualizetheweb.com.
This book is written by a professional instructor and founder of CartoonSmart.com, a company specializing in new media tutorials for nearly a decade. The book is a start-to-finish guide for anyone looking to begin iOS development using Cocos2d and Xcode and submit their finished app to Apple. Even if you haven't read code before, you can begin with this book. This book is a handy reference guide, with easy to look-up sections of code snippets, pictures and links to video examples. Features: Code Video examples 5 hours of tutorial videos on Box2d, which can take the reader even further beyond what they learned in the book
Unity brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don ts and additional resources
Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can't assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Add professional-level video to your Web communications toolbox with a complete understanding of the process, potential and limitations of Web video. Step up from the mini-cam experience with this solid introduction to professional planning and production techniques, ensuring that your video meets the same standards you set for every other communication program element. Audio, lighting, editing, encoding, are just a few of the essentials you learn how the pros produce top notch video for the Web. The companion Web site includes planning and production templates, demo files, and blog updates to help you put it all to work for you on a daily basis.
Software developer and author Karen Hazzah expands her original treatise on device drivers in the second edition of Writing Windows VxDs and Device Drivers. The book and companion disk include the author's library of wrapper functions that allow the progr
Why purchase expensive add-on cards or bus interfaces when you can develop effective and economical data acquisition and process controls using C programs? Using the under-employed printer adapter (that is, the parallel port of your PC), you can turn your computer into a powerful tool for developing microprocessor applications. Learn how to build a complete data acquisition system and such varied applications as a CCD camera controller, a photometer interface, and a wave form generator. The book also covers the enhanced parallel port (EPP), the extended capabilities port (ECP), interfacing analog-to-digital converters, and data acquisition under Linux. This extraordinary software approach to interfacing through the parallel port will be especially appealing to programmers involved in control systems design and device development, as well as to those who work with real-time and embedded systems. ;
With recent advances in radio-frequency identification (RFID) technology, sensor networks, and enhanced Web services, the original World Wide Web is continuing its evolution into what is being called the Web of Things and Services. Such a Web will support an ultimately interactive environment where everyday physical objects such as buildings, sidewalks, and commodities become recognizable, addressable, and even controllable via a mostly ubiquitous Web. This integration of the physical and virtual worlds will fundamentally impact the way we live and in doing so afford tremendous new business opportunities with great human benefit, such as support services to keep the elderly independent, and intelligent traffic management that will cut wasted hours from every day. More efficient supply chains, improved environmental monitoring, better access to health services ... the list is endless. Enabling Context-Aware Web Services: Methods, Architectures, and Technologies compiles the newest developments and advances driving this new age forward. With contributions from leading researchers across the world this pioneering work bridges the gap between context-awareness and Web services. A comprehensive presentation of what's already accomplished and what is possible, the chapters of this book are systematically organized into three major sections: Methods focuses on the principle of context awareness in Web services and various ways to model those services at the specification level. Architectures details the infrastructures, frameworks, and standards needed to build context-aware Web services. Technologies presents a cornucopia of techniques adapted from once isolated research areas including semantic Web, database, and artificial intelligence development, as well as formal methods being employed to improve the development of context-aware Web services. Researchers, engineers, entrepreneurs, and educators across any number of fields will find new ideas worth considering, jumping-off points for developing improved software and applications, and seeds for business ventures that efficiently deliver needed products, information, or services. The possibilities are as limitless as we dare to imagine.
Higher National Computing 2e is a new edition of this extremely successful course book, updated specifically to cover the compulsory core units of the 2003 BTEC Higher National Computing schemes. Full coverage is given of the four core units for HNC, the two additional core units required at HND, and the Core Specialist Unit 'Quality Systems', common to both certificate and diploma level. Students following the HNC and HND courses will find this book essential reading, as it covers the core material they will be following through the duration of their course. Knowledge-check questions and activities are included throughout, resulting in a clear and straightforward text which encourages independent study. Like the syllabus itself, this book is ideal for students progressing to HNC / HND from GNVQs, as well as A-Level and BTEC National, with content designed to cover the requirements of students following General Computing, Software Engineering and Business IT courses. |
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