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Books > Computing & IT > Computer programming > General
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
In this book we develop powerful techniques based on formal methods for the verification of correctness, consistency and safety properties related to dynamic reconfiguration and communication in complex distributed systems. In particular, static analysis techniques based on types and type systems are an adequate methodology considering their success in guaranteeing not only basic safety properties, but also more sophisticated ones like deadlock or lock freedom in concurrent settings.The main contributions of this book are twofold. i) We design a type system for a concurrent object-oriented calculus to statically ensure consistency of dynamic reconfigurations. ii) We define an encoding of the session pi-calculus, which models communication in distributed systems, into the standard typed pi-calculus. We use this encoding to derive properties like type safety and progress in the session pi-calculus by exploiting the corresponding properties in the standard typed pi-calculus.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.
This book explores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a 'gamification' design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications' abilities to immerse and change the user's intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
This book is for C# developers who want to learn how to develop professional web applications with Microsoft's ASP.NET 3.5. The first 4 chapters present a quick-start course that works both for beginners and for experienced web developers who are new to ASP.NET. Then, the next four sections present (1) the skills you need for any business application, (2) the skills you need for database applications, (3) the skills you need for e-commerce applications, and (4) the skills you need for developing code that can be reused in other web applications. Along the way, you'll learn about .NET 3.5 enhancements that streamline web development, like the ListView and DataPager controls, LINQ, and AJAX.
This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives. Contributing authors highlight the ways in which they have employed a variety of methodologies to engage students in the virtual exploration of place. In the process, they focus on the approaches they have used to bring the real world closer through virtual exploration. Chapters examine how the resources of the urban environment have been tapped to design student research projects within the context of an interdisciplinary course. In this way, authors highlight how virtual place-based learning has employed the tools of mapping and data visualization, information literacy, game design, digital storytelling, and the creation of non-fiction VR documentaries. This book makes a valuable contribution to the literature, offering a model of how the study of place can be employed in creative ways to enhance interdisciplinary learning.
This textbook grew out of notes for the ECE143 Programming for Data Analysis class that the author has been teaching at University of California, San Diego, which is a requirement for both graduate and undergraduate degrees in Machine Learning and Data Science. This book is ideal for readers with some Python programming experience. The book covers key language concepts that must be understood to program effectively, especially for data analysis applications. Certain low-level language features are discussed in detail, especially Python memory management and data structures. Using Python effectively means taking advantage of its vast ecosystem. The book discusses Python package management and how to use third-party modules as well as how to structure your own Python modules. The section on object-oriented programming explains features of the language that facilitate common programming patterns. After developing the key Python language features, the book moves on to third-party modules that are foundational for effective data analysis, starting with Numpy. The book develops key Numpy concepts and discusses internal Numpy array data structures and memory usage. Then, the author moves onto Pandas and details its many features for data processing and alignment. Because strong visualizations are important for communicating data analysis, key modules such as Matplotlib are developed in detail, along with web-based options such as Bokeh, Holoviews, Altair, and Plotly. The text is sprinkled with many tricks-of-the-trade that help avoid common pitfalls. The author explains the internal logic embodied in the Python language so that readers can get into the Python mindset and make better design choices in their codes, which is especially helpful for newcomers to both Python and data analysis. To get the most out of this book, open a Python interpreter and type along with the many code samples.
Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.
This hands-on textbook/reference presents an introduction to the fundamental aspects of modelling and simulation, both for those wishing to learn about this methodology and also for those who have a need to apply it in their work. The text is supported by illustrative examples, drawn from projects formulated within the domains of discrete-event dynamic systems (DEDS) and continuous-time dynamic systems (CTDS). This updated new edition has been enhanced with new illustrative case studies, and additional examples demonstrating some new features and the effectiveness of the ABCmod conceptual modelling framework. Changes that facilitate the development of simulation models with ABSmod/J are illustrated. New material includes a presentation of the experimentation strategy called "design of experiments" and three new chapters that explore the optimization-simulation interface. Topics and features: presents a goal-based and project-oriented perspective of modelling and simulation; describes the ABCmod framework, an activity-based conceptual modelling framework for DEDS; examines the simulation-optimization interface in both the CTDS and DEDS domains; provides numerous illustrative examples, case studies and useful algorithms, as well as exercises and projects at the end of most chapters; includes appendices on probability and statistics, the GPSS programming environment, and relevant MATLAB features; provides supplementary software and teaching support material at an associated website, including lecture slides and a methodology for organizing student projects. Serving as an essential guide to the foundations of modelling and simulation, this practical primer is ideal for senior undergraduate and junior graduate-level students. Also suitable for self-study, the book will be of great benefit to professionals seeking insight into the vast potential of this rapidly evolving problem-solving paradigm.
Finally, after a wait of more than thirty-five years, the first
part of Volume 4 is at last ready for publication. Check out the
boxed set that brings together Volumes 1 - 4A in one elegant case,
and offers the purchaser a $50 discount off the price of buying the
four volumes individually. The Art of Computer Programming, Volumes
1-4A Boxed Set, 3/e ISBN: 0321751043 Art of Computer Programming,
Volume 1, Fascicle 1, The: MMIX -- A RISC Computer for the New
Millennium This multivolume work on the analysis of algorithms has
long been recognized as the definitive description of classical
computer science. The three complete volumes published to date
already comprise a unique and invaluable resource in programming
theory and practice. Countless readers have spoken about the
profound personal influence of Knuth's writings. Scientists have
marveled at the beauty and elegance of his analysis, while
practicing programmers have successfully applied his "cookbook"
solutions to their day-to-day problems. All have admired Knuth for
the breadth, clarity, accuracy, and good humor found in his books.
To begin the fourth and later volumes of the set, and to update
parts of the existing three, Knuth has created a series of small
books called fascicles, which will be published t regular
intervals. Each fascicle will encompass a section or more of wholly
new or evised material. Ultimately, the content of these fascicles
will be rolled up into the comprehensive, final versions of each
volume, and the enormous undertaking that began in 1962 will be
complete. Volume 1, Fascicle 1This first fascicle updates "The Art
of Computer Programming, Volume 1, Third Edition: Fundamental
Algorithms," and ultimately will become part of the fourth edition
of that book. Specifically, it provides a programmer's introduction
to the long-awaited MMIX, a RISC-based computer that replaces the
original MIX, and describes the MMIX assembly language. The
fascicle also presents new material on subroutines, coroutines, and
interpretive routines. Ebook (PDF version) produced by Mathematical
Sciences Publishers (MSP), http: //msp.org
PREVIOUS EDITIONThis textbook introduces the "Fundamentals of Multimedia", addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.
R and Python for Oceanographers: A Practical Guide with Applications describes the uses of scientific Python packages and R in oceanographic data analysis, including both script codes and graphic outputs. Each chapter begins with theoretical background that is followed by step-by-step examples of software applications, including scripts, graphics, tables and practical exercises for better understanding of the subject. Examples include frequently used data analysis approaches in physical and chemical oceanography, but also contain topics on data import/export and GIS mapping. The examples seen in book provide uses of the latest versions of Python and R libraries.
Provides a wide snapshot of building knowledge-based systems, inconsistency measures, methods for handling consistency, and methods for integrating knowledge bases. Provides the mathematical background to solve problems of restoring consistency and problems of integrating probabilistic knowledge bases in the integrating process. The research results presented in the book can be applied in decision support systems, semantic web systems, multimedia information retrieval systems, medical imaging systems, cooperative information systems, and more.
Get a running start to learning C# programming with this fun and easy-to-read guide As one of the most versatile and powerful programming languages around, you might think C# would be an intimidating language to learn. It doesn't have to be! In Beginning C# and .NET: 2021 Edition, expert Microsoft programmer and engineer Benjamin Perkins and program manager Jon D. Reid walk you through the precise, step-by-step directions you'll need to follow to become fluent in the C# language and .NET. Using the proven WROX method, you'll discover how to understand and write simple expressions and functions, debug programs, work with classes and class members, work with Windows forms, program for the web, and access data. You'll even learn about some of the new features included in the latest releases of C# and .NET, including data consumption, code simplification, and performance. The book also offers: Detailed discussions of programming basics, like variables, flow control, and object-oriented programming that assume no previous programming experience "Try it Out" sections to help you write useful programming code using the steps you've learned in the book Downloadable code examples from wrox.com Perfect for beginning-level programmers who are completely new to C#, Beginning C# and .NET: 2021 Edition is a must-have resource for anyone interested in learning programming and looking for a fun and intuitive place to start.
The study of the genetic basis for evolution has flourished in this century, as well as our understanding of the evolvability and programmability of biological systems. Genetic algorithms meanwhile grew out of the realization that a computer program could use the biologically-inspired processes of mutation, recombination, and selection to solve hard optimization problems. Genetic and evolutionary programming provide further approaches to a wide variety of computational problems. A synthesis of these experiences reveals fundamental insights into both the computational nature of biological evolution and processes of importance to computer science. Topics include biological models of nucleic acid information processing and genome evolution; molecules, cells, and metabolic circuits that compute logical relationships; the origin and evolution of the genetic code; and the interface with genetic algorithms and genetic and evolutionary programming.
This book serves three basic purposes: (1) a tutorial-type reference for complex systems engineering (CSE) concepts and associated terminology, (2) a recommendation of a proposed methodology showing how the evolving practice of CSE can lead to a more unified theory, and (3) a complex systems (CSs) initiative for organizations to invest some of their resources toward helping to make the world a better place. A wide variety of technical practitioners-e.g., developers of new or improved systems (particularly systems engineers), program and project managers, associated staff/workers, funders and overseers, government executives, military officers, systems acquisition personnel, contract specialists, owners of large and small businesses, professional society members, and CS researchers-may be interested in further exploring these topics. Readers will learn more about CS characteristics and behaviors and CSE principles and will therefore be able to focus on techniques that will better serve them in their everyday work environments in dealing with complexity. The fundamental observation is that many systems inherently involve a deeper complexity because stakeholders are engaged in the enterprise. This means that such CSs are more difficult to invent, create, or improve upon because no one can be in total control since people cannot be completely controlled. Therefore, one needs to concentrate on trying to influence progress, then wait a suitable amount of time to see what happens, iterating as necessary. With just three chapters in this book, it seems to make sense to provide a tutorial introduction that readers can peruse only as necessary, considering their background and understanding, then a chapter laying out the suggested artifacts and methodology, followed by a chapter emphasizing worthwhile areas of application.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
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
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
A one-stop reference for the latest JavaScript features and techniques JavaScript: The New Toys explores the newest features of the world's most popular programming language while also showing you how to track what's coming and get involved. Author T.J. Crowder, the top JavaScript contributor on Stack Overflow, walks you through the significant changes and additions to the language along with key tools and techniques to help you get up to date with modern JavaScript. Beginning with a high-level overview of new features, you'll learn what's new, how new features come about, who's responsible, how to stay on top of what's coming next, and how to use new features even in old browsers. The bulk of the coverage consists of point-by-point "just the facts" explanations of each new feature, plus expert recommendations for tweaking old habits to integrate new techniques. Each feature is introduced with the problem it solves and the details of how it works including brief source code demonstrating syntax and behavior. With comprehensive coverage of the new features and techniques, this book provides an invaluable resource for web programmers everywhere. Modern JavaScript is a fast-changing language, both in terms of what's officially specified and what browsers support at any given time. This book addresses all of the new and updated features of ES2015 and ES2016 plus the finalized features of ES2017 so far. * Discover the unexpected advantages of the new let and const declarations * Learn how classes solve common problems, and get details on syntax * Delve into the use and mechanics of arrow functions and lexical this * Adopt new best practices for using Promises, and avoid common pitfalls All major browsers support JavaScript, but support for individual functions and releases is all over the map. JavaScript: The New Toys shows you what's new, how to use it, but how to keep incomplete browser support from holding you back.
The present book is the outcome of efforts to introduce topological connectedness as one of the basic tools for the study of necessary conditions for an extremum. Apparently this monograph is the first book in the theory of maxima and minima where topological connectedness is used so widely for this purpose. Its application permits us to obtain new results in this sphere and to consider the classical results from a nonstandard point of view. Regarding the style of the present book it should be remarked that it is comparatively elementary. The author has made constant efforts to make the book as self-contained as possible. Certainly, familiarity with the basic facts of topology, functional analysis, and the theory of optimization is assumed. The book is written for applied mathematicians and graduate students interested in the theory of optimization and its applications. We present the synthesis of the well known Dybovitskii'-Milyutin ap proach for the study of necessary conditions for an extremum, based on functional analysis, and topological methods. This synthesis allows us to show that in some cases we have the following important result: if the Euler equation has no non trivial solution at a point of an extremum, then some inclusion is valid for the functionals belonging to the dual space. This general result is obtained for an optimization problem considered in a lin ear topological space. We also show an application of our result to some problems of nonlinear programming and optimal control."
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. |
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