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Books > Computing & IT > Computer programming > General
Photoshop is not just for photographers anymore. Photoshop 3D for Animators is one of the only titles available that discusses 3D Photoshop techniques specifically for animators. Now with Adobe CS5, 3D Digital artists can integrate 3D models into Photoshop or create 3D models in Photoshop with the high capability to customize, edit and animate. With Photoshop 3D for Animators, explore the new 3D tools and techniques that will enhance your animation pipeline and workflows with the Adobe Suite softwares, including After Effects and Flash. Explore the ins and outs of Adobe Photoshop and expand your 3D expertise with the comprehensive guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools for your specific, animation workflow and integrate your 3D models with Adobe Flash and the entire Adobe Suite platform with ease. Learn to manipulate 3D images as well as import 3D content from the Adobe creative suite. With in-depth, step-by-step tutorials, explore lighting, digital painting, texturing and rendering for 2D and 3D the power of Adobe Photoshop software. Enhance your digital workflow and expand your expertise with this hands-on guide to Photoshop CS5. Includes downloadable resources with source files, working samples and models.
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
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
Welcome to Make: 's 2020 Guide to Boards! This year brings powerful new releases from Adafruit, Arduino, BeagleBoard, Google, Nvidia, Raspberry Pi, Teensy, and more. We've assembled the technical data for new boards and returning favorites (listing over 50% more than our previous guide!), along with highlighting options to consider for your next project. To further help your decision-making process, some of our favorite electronics experts explain how they pick the right board for their projects. But the real star of electronic prototyping in 2020 is the software: In our cover story, we look at how Python-powered boards make it easier than ever to code for hardware. Plus, your favorite YouTube makers offer their tips and tricks for getting started making videos, how to grow your channel, and what you need to get a great shot (Hint: it's probably in your pocket right now). And don't forget, Halloween is right around the corner! Learn to build an R/C roving pop-up zombie-in-a-trashcan to scare the daylights out of the neighborhood, make a light and cheap fog projection screen for your haunted house, and create a flaming window setup so realistic, you'll have to warn the fire department about erroneous reports ahead of time. Lastly, read the finale of Make: 's series on how our community can help avert catastrophic climate change. Plus, over 43 projects including: Block ads across your entire home network with the Pi-hole ad blocker Use code to make beautiful topographical maps of the Moon, Mars, and more Create a swirling stormy snow globe with LED-lit rheoscopic fluid Build a DIY mobile handwashing station for your community Tips and builds for exercising your constitutional right to protest safely and effectively Macrame an adorable Bay Yoda from The Mandalorian And much more!
Track, branch, merge, and manage code revisions with Git, the free and open source distributed version control system. Through a series of step-by-step tutorials, this practical guide quickly takes you from Git fundamentals to advanced techniques, and provides friendly yet rigorous advice for navigating Git's many functions. You'll learn how to work with everything from small to very large projects with speed and efficiency. In this third edition, authors Prem Kumar Ponuthorai and Jon Loeliger break down Git concepts using a modular approach. You'll start with the basics and fundamental philosophy of Git, followed by intermediate commands to help you efficiently supplement your daily development workflow. Finally, you'll learn advanced Git commands and concepts to understand how Git works under the hood. Learn how to use Git for real-world development scenarios Gain insight into Git's common use cases, initial tasks, and basic functions Use the system for distributed version control Learn how to manage merges, conflicts, patches, and diffs Apply advanced techniques such as rebasing, hooks, and ways to handle submodules
Android Programming: The Big Nerd Ranch Guide is an introductory Android book for programmers with Kotlin experience. Based on Big Nerd Ranch's popular Android Bootcamp, this guide will lead you through the wilderness using hands-on example apps combined with clear explanations of key concepts and APIs. This book focuses on practical techniques for developing apps in Kotlin compatible with Android 5.0 (Lollipop) through Android 8.1 (Oreo) and beyond. Write and run code every step of the way, using Android Studio to create apps that integrate with other apps, download and display pictures from the web, play sounds, and more. Each chapter and app has been designed and tested to provide the knowledge and experience you need to get started in Android development. The Android team is constantly improving and updating Android Studio and other tools. As a result, some of the instructions provided in the book have changed. You can find an addendum addressing breaking changes at: https://github.com/bignerdranch/AndroidCourseResources/raw/master/4thEdition/Errata/4eAddendum.pdf.
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.
Microsoft's introduction of its XML Web platform, .NET Framework, and its C# programming language signal Microsoft's total entry into e-commerce, fundamentally changing the way businesses and people interact over the Internet. Building Web Applications with C# and .NET: A Complete Reference is a comprehensive resource with a sharp focus on how to develop and deploy distributed applications using Microsoft's .NET Framework and C#. Written for C++, Visual Basic, Java, and ASP programmers making the transition to .NET, the text begins by providing the fundamentals of network programming and then expands these basics to demonstrate how to use the concepts and capabilities of .NET for developing distributed applications.
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.
While teaching Java programming at Minnesota State University, the authors noticed that engineering students were enrolling in Java programming courses in order to obtain basic programming skills, but there were no Java books suitable for courses intended for engineers. They realized the need for a comprehensive Java programming tutorial that offers basic programming skills that can be applied in the field of engineering. With this in mind, the authors developed Java Programming for Engineers in order to meet the needs of both engineers and engineering students.
Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton, consisting of hierarchical rotations to drive the motions, and a skin, or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner's guide to learning and understanding the essential aspects of character setup, evaluation, skeletal construction, and deformation. Borrowing from the author's extensive experience in the field, it presents the primary theories, constructs, and objectives for constructing a basic rig from the ground up, just as it would be done in a professional studio. The book explains the basic elements of hierarchies, skeletons, kinematics, deformation, skinning, and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems, and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic, conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging, and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute.
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:
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.
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.
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.
This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games- both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design
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.
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations
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.
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.
Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author's own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author's website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
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. |
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