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Books > Computing & IT > Computer programming > General
Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.
The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft's Massive Entertainment (The Division, Far Cry 3, Assassin's Creed: Revelations). At Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming. In The Dream Architects, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era -- from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division. Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars. A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
This book illustrates the application of fractional calculus in crowd dynamics via modeling and control groups of pedestrians. Decision-making processes, conservation laws of mass/momentum, and micro-macro models are employed to describe system dynamics while cooperative movements in micro scale, and fractional diffusion in macro scale are studied to control the group of pedestrians. Obtained work is included in the Intelligent Evacuation Systems that is used for modeling and to control crowds of pedestrians. With practical issues considered, this book is of interests to mathematicians, physicists, and engineers.
Artists and programmers often work together on complex projects in stressful environments and things don't always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different things when they talk to each other. Unintentional slights can turn into long-held grudges and productivity grinds to a crawl. This is a "flip book" that contains two narratives in one. Turn the book one way and read one perspective; turn the book over and upside down and read the other perspective. The narratives can be read separately, one after the other, or in alternating chapters. Talking to Artists / Talking to Programmers can help anyone who wants to improve communication with artists and programmers. It's set up like a foreign language dictionary, so it addresses the cultural norms, attitudes and customs surrounding the words each group uses, so you'll know not just what the words in the glossary mean, you'll know why they're used that way and how to get communication flowing again. It addresses common reasons for communication problems between these two groups and provides specific suggestions for solutions. The unusual format allows for each side to be given equal weight - learn how to talk to artists starting on one side of the book, turn it over and learn how to talk to programmers. The whole book stresses the things artists and programmers have in common. Focused primarily on videogame developers, it also applies to other fields where tech and art have to work together, including web developers and teams building mobile apps. Anyone who wants to communicate better with programmers or artists - this book can help Features Lists of common problems and strategies for solving them Specific ideas for building bridges between departments Case studies from real teams Glossary of terms causing the most confusion Explanations for common friction points Approaches for fostering goodwill Solutions for team dynamics problems Specific suggestions for providing feedback Ideas for holding successful meetings
A fascinating, forgotten story of the six brilliant women who launched modern computing. As the Cold War began, America's race for tech supremacy was taking off. Experts rushed to complete the top-secret computing research started during World War II, among them six gifted mathematicians: a patriotic Quaker, a Jewish bookworm, a Yugoslav genius, a native Gaelic speaker, a sophomore from the Bronx, and a farmer's daughter from Missouri. Their mission? Programming the world's first and only supercomputer-before any code or programming languages existed. These pioneers triumphed against sexist attitudes and huge technical challenges to invent computer programming, yet their monumental contribution has never been recognised-until now. Over a decade, Kathy Kleiman met with four of the original six ENIAC Programmers and recorded their stories. Here, with a light touch and a serious mind, she exposes the deliberate erasure of their achievements and restores the women to their rightful place as revolutionaries, bringing to life their camaraderie, their determination, and their rapidly changing world. As big tech struggles with gender inequality and momentum builds in restoring women to history, the time has come for this engrossing story to be uncovered and celebrated.
Uses a creative approach to teach the basic skills and concepts of programming quickly. This edition offers excellent insights into problem solving and program design processes. It will also improve comprehension of such computer science considerations as loop invariants and recursion. Includes 60 color line drawings.
This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and academia. The book is divided into four broad categories pertaining to game engine development: Graphics and rendering Physics General programming Character control and artificial intelligence There is also a companion website, gameenginegems.com, where updates and supplementary materials are posted. Many chapters offer downloadable source code, demos, and examples. Covering the latest developments and continuing to provide practical methods and tips for game engine development, Game Engine Gems 3 is indeed a new gem in the series. Not only does it aid professionals in their work, but it also shows students and others interested in game development how the pros tackle specific problems that arise during game engine development.
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. Tap into the Internet of Things (IoT) with innovative projects! The Internet of Things:Do-It-Yourself at Home Projects for Arduino, Raspberry Pi, and BeagleBone Black gets you started working with the most popular processing platforms and wireless communication technologies to connect devices and systems to the Internet using sensors. You'll learn the basics of object-oriented programming and relational databases so you can complete your projects with ease. Each project features a list of required tools and components, how-to explanations with photos and illustrations, and complete programming code. Take advantage of the power and versatility of the IoT with help from this practical, easy-to-follow guide. Inventive DIY projects include: Home temperature monitoring system Raspberry Pi home weather station Webcam and Raspberry Pi camera Internet-enabled, Arduino-powered garage door opener Arduino irrigation control system Arduino lighting controller BeagleBone Black message controller BeagleBone Black temperature sensor with cloud service Machine-to-Machine communications Software downloads for the book are available at www.mhprofessional.com/iot
When you write software, you need to be at the top of your game. Great programmers practice to keep their skills sharp. Get sharp and stay sharp with more than fifty practice exercises rooted in real-world scenarios. If you're a new programmer, these challenges will help you learn what you need to break into the field, and if you're a seasoned pro, you can use these exercises to learn that hot new language for your next gig. One of the best ways to learn a programming language is to use it to solve problems. That's what this book is all about. Instead of questions rooted in theory, this book presents problems you'll encounter in everyday software development. These problems are designed for people learning their first programming language, and they also provide a learning path for experienced developers to learn a new language quickly. Start with simple input and output programs. Do some currency conversion and figure out how many months it takes to pay off a credit card. Calculate blood alcohol content and determine if it's safe to drive.Replace words in files and filter records, and use web services to display the weather, store data, and show how many people are in space right now. At the end you'll tackle a few larger programs that will help you bring everything together. Each problem includes constraints and challenges to push you further, but it's up to you to come up with the solutions. And next year, when you want to learn a new programming language or style of programming (perhaps OOP vs. functional), you can work through this book again, using new approaches to solve familiar problems. What You Need: You need access to a computer, a programming language reference, and the programming language you want to use.
A recent survey stated that 52% of embedded projects are late by
4-5 months. This book can help get those projects in on-time with
design patterns. The author carefully takes into account the
special concerns found in designing and developing embedded
applications specifically concurrency, communication, speed, and
memory usage. Patterns are given in UML (Unified Modeling Language)
with examples including ANSI C for direct and practical application
to C code.
Your domain is rich and interconnected, and your API should be too. Upgrade your web API to GraphQL, leveraging its flexible queries to empower your users, and its declarative structure to simplify your code. Absinthe is the GraphQL toolkit for Elixir, a functional programming language designed to enable massive concurrency atop robust application architectures. Written by the creators of Absinthe, this book will help you take full advantage of these two groundbreaking technologies. Build your own flexible, high-performance APIs using step-by-step guidance and expert advice you won't find anywhere else. GraphQL is a new way of structuring and building web services, and the result is transformational. Find out how to offer a more tailored, cohesive experience to your users, easily aggregate data from different data sources, and improve your back end's maintainability with Absinthe's declarative approach to defining how your API works. Build a GraphQL-based API from scratch using Absinthe, starting from core principles. Learn the type system and how to expand your schema to suit your application's needs. Discover a growing ecosystem of tools and utilities to understand, debug, and document your API. Take it to production, but do it safely with solid best practices in mind. Find out how complexity analysis and persisted queries can let you support your users flexibly, but responsibly too. Along the way, discover how Elixir makes all the difference for a high performance, fault-tolerant API. Use asynchronous and batching execution, or write your own custom add-ons to extend Absinthe. Go live with subscriptions, delivering data over websockets on top of Elixir (and Erlang/OTP's) famous solid performance and real-time capabilities. Transform your applications with the powerful combination of Elixir and GraphQL, using Absinthe. What You Need: To follow along with the book, you should have Erlang/OTP 19+ and Elixir 1.4+ installed. The book will guide you through setting up a new Phoenix application using Absinthe.
The simplest way to create world-class apps Have a unique app idea but worried you don't quite have the coding skills to build it? Good news: You can stop fretting about someone beating you to market with the same idea and start work right now using SwiftUI. SwiftUI is a gateway app development framework that has become one of the best ways for fledgling developers to get iOS apps off the ground without having to become a coding expert overnight. SwiftUI For Dummies makes that process even faster, providing a friendly introduction to the SwiftUI and Swift programming language and helping you feel right at home creating and building with playgrounds. The book also covers the frameworks and APIs that make it so easy to create smooth, intuitive interfaces--just dive right in and have fun! Combine projects into workspaces Employ Xcode editing tools Use constants and variables Test your code on iOS Simulator Time is of the essence, and with SwiftUI For Dummies, it's also on your side. Get going with this friendly guide today, and you'll be celebrating the successful launch of your app way before you thought possible!
With recent advances in mobile communication technologies, more and more people are accessing cloud computing systems using mobile devices, such as smartphones and tablets. Unlike traditional mobile computing systems with limited capabilities, mobile cloud computing uses the powerful computing and storage resources available in the cloud to provide cutting-edge multimedia and information services. This book discusses the major research advances in mobile cloud computing systems. Contributed chapters from leading experts in this field cover different aspects of modeling, analysis, design, optimization, and architecture of mobile cloud computing systems. Advances in Mobile Cloud Computing Systems begins by discussing the background, features, and available service models of mobile cloud computing. It goes on to describe a mobile cloud computing system with several third party cloud mobile media (CMM) services that offers its services to a telecom operator. In this scenario, the telecom operator acts as broker that can mix and interchange the resources offered by the different CMM service providers. Subsequent contributed chapters discuss such key research areas as Energy-efficient task execution that reduces the energy consumption in both mobile devices and the cloud Design and architecture of a Proximity Cloud that delivers low-latency, bandwidth-efficient end-user services with a global footprint Virtual mobile networks in clouds that enable resource sharing between multiple mobile network operators Software piracy control framework in mobile cloud computing systems designed to prevent mobile application piracy Dynamic configuration of cloud radio access networks (C-RANs) to improve end-to-end TCP throughput performance in next generation wireless networks The book includes many supporting illustrations and tables along with
For college-level Computer Science courses in Python Basic Programming and Problem Solving in Python As one of the most widely used programming languages in the software industry, Python is desirable to both learn and teach. Introduction to Programming Using Python is designed for students eager to learn about the world of programming. Applicable to a range of skill levels, this First Edition textbook provides students with the tools to harness the powerful syntax of Python and understand how to develop computer programs. The compactly written text leverages highly focused chapters, diving deep into the most significant topics to give students an in-depth (rather than superficial) understanding of the language. Using real-world examples and data, the author illustrates practical usage of Python in a way to which students can relate. The text itself is readable, organised, and informative, discussing main points of each topic first and then addressing the peripheral details. Students learn good programming habits the first time-bringing them in line with the best modern programming practices.
For introductory digital media courses in computer science, art, communication, or digital media departments Tools and Techniques for Understanding and Producing Digital Media Digital Media encompasses a wide variety of topics, including the study of image, sound, and video processing, compression, interactive multimedia development, and advanced web programming. Digital Media Primer is designed for students from all disciplines, and teaches the foundational concepts and basic techniques of digital media production. The text is not tied to a specific application program like Flash or Photoshop; instead, the author introduces tools and techniques using a task-based approach and gives the rationale for using those techniques. This way, students learn skills they can transfer to different platforms and tools. For students that do not know how to navigate certain tools, Wong provides brief Application tutorials as supplemental material. The Third Edition has been thoroughly revised and updated to include current mobile device technology, ultra high-definition video, and multimedia authoring from Flash ActionScript programming to JavaScript programming with HTML5 Canvas.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior. Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."
Functional Programming in Kotlin is a reworked version of the bestselling Functional Programming in Scala, with all code samples, instructions, and exercises translated into the powerful Kotlin language. In this authoritative guide, you'll take on the challenge of learning functional programming from first principles, and start writing Kotlin code that's easier to read, easier to reuse, better for concurrency, and less prone to bugs and errors. about the technologyKotlin is a new JVM language designed to interoperate with Java and offer an improved developer experience for creating new applications. It's already a top choice for writing web services, and Android apps. Although it preserves Java's OO roots, Kotlin really shines when you adopt a functional programming mindset. By learning the core principles and practices of functional programming outlined in this book, you'll start writing code that's easier to read, easier to test and reuse, better for concurrency, and less prone to bugs. about the book Functional Programming in Kotlin is a serious tutorial for programmers looking to learn FP and apply it to the everyday business of coding. Based on the bestselling Functional Programming in Scala, this book guides intermediate Java and Kotlin programmers from basic techniques to advanced topics in a logical, concise, and clear progression. In it, you'll find concrete examples and exercises that open up the world of functional programming. The book will deliver practical mastery of FP using Kotlin and a valuable perspective on program design that you can apply to other languages. what's inside Functional programming techniques for real-world applications Write combinator libraries Identify common structures and idioms in functional design Code for simplicity, modularity, and fewer bugs about the readerFor intermediate Kotlin and Java developers. No experience with functional programming is required. about the author Marco Vermeulen has almost two decades of programming experience on the JVM, with much of that time spent on functional programming using Scala and Kotlin. Runar Bjarnason and Paul Chiusano are the authors of Functional Programming in Scala, on which this book is based. They are internationally-recognized experts in functional programming and the Scala programming language.
In Starting Out with App Inventor for Android, Tony Gaddis and Rebecca Halsey teach the fundamentals of programming while simultaneously showing students how to create fun, useful, and imaginative apps. Because App Inventor allows students to create apps and see them running on a phone, programming becomes a personally meaningful skill. ? Gaddis's highly accessible, step-by-step presentation presents all the details needed to understand the "how" and the "why"-but never loses sight of the fact that most novice programmers struggle with this material. His gradual approach ensures that readers understand the logic behind developing high-quality programs. ? Teaching and Learning Experience This program presents a better teaching and learning experience-for you and your students. It will help: ? Engage Students with Dynamic Mobile Apps: Students not only learn how to create their own apps, they can actually see them run on their phone or the Android emulator. Enhance Learning with the Gaddis Approach: Gaddis's accessible approach features clear and easy-to-read code listings, concise real-world examples, and exercises in every chapter. Motivate Learning: When students learn they can easily create their own mobile apps, they become motivated to learn programming-whether that is in the CSO or CS1 course. Integrate App Inventor in the Classroom: App Inventor can be used in a variety of ways in the classroom, and this text is designed to accommodate all of them.
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com
This book develops a type theory, studies its properties, and explains its uses in computer science. The book focuses in particular on how the study of type theory may offer a powerful and uniform language for programming, program specification and development, and logical reasoning. The type theory developed here reflects a conceptual distinction between logical propositions and computational data types. Starting from an introduction of the basic concepts, the author explains the meaning and use of the type-theoretic language with proof-theoretic justifications, and discusses various issues in the study of type theory. The practical use of the language is illustrated by developing an approach to specification and data refinement in type theory, which supports modular development of specification, programs, and proofs. Students and researchers in computer science and logic will welcome this exciting new book.
This book presents best selected papers presented at the 4th International Conference on Smart Computing and Informatics (SCI 2020), held at the Department of Computer Science and Engineering, Vasavi College of Engineering (Autonomous), Hyderabad, Telangana, India. It presents advanced and multi-disciplinary research towards the design of smart computing and informatics. The theme is on a broader front which focuses on various innovation paradigms in system knowledge, intelligence and sustainability that may be applied to provide realistic solutions to varied problems in society, environment and industries. The scope is also extended towards the deployment of emerging computational and knowledge transfer approaches, optimizing solutions in various disciplines of science, technology and health care. |
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