1 - 20
Next
- Griffith, Christopher, 1979-
- Burlington, MA : Focal Press, c2010.
- Description
- Book — 1 online resource (xii, 317 p., [20] p.) : ill. (some col.)
- Summary
-
- AI to UI - An introduction to game development in Flash terms
- You Have to Start Somewhere - the building blocks of Flash games
- On the Job - Different use cases for Flash game development
- Dev Utopia - Striving for standards and ideals.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
(source: Nielsen Book Data)
- [Berkely, Calif.] Apress ; New York : Distributed by Springer Science+Business Media New York c2013.
- Description
- Book — 1 online resource (1 v.) : ill. Digital: text file; PDF.
- Summary
-
- Beginning enchant.js development
- JavaScript basics
- Basic features of enchant.js
- Advanced features of enchant.js
- Game design
- Creating an arcade shooter
- Creating a stand-alone 3-D game.
(source: Nielsen Book Data) HTML5 Game Programming with enchant.js gives first-time programmers of all ages the tools to turn their video game ideas into reality. A step-by-step guide to the free, open-source HTML5 and JavaScript engine enchant.js, it is ideally suited for game fans who have always wanted to make their own game but didn{u2019}t know how. It begins with the foundations of game programming and goes on to introduce advanced topics like 3D. We live in an age where smartphones and tablets have made games more ubiquitous than ever.�Based around HTML5, enchant.js is ideally suited for aspiring game programmers who have always been intimidated by code. Games written using enchant.js take only a few hours to write, and can be played in a browser, iOS, and Android devices, removing the stress of programming to focus on the fun. Discover the joy of game development with enchant.js. Provides a comprehensive, easy guide to game programming through enchant.js Gives aspiring game developers a tool to realize their ideas Introduces readers to the basics of HTML5 and JavaScript programming.
- Bielefeld : Transcript, 2018
- Description
- Book — 1 online resource (1 volume)
- Summary
-
Why do we play games and why do we play them on computers? The contributors of Games and Rules take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle, " whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in game design and game studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.
(source: Nielsen Book Data)
4. AI for behavioural science [2022]
- Mills, Stuart (Economist), author.
- Boca Raton : CRC Press, 2022.
- Description
- Book — 1 online resource (1 volume)
- Summary
-
This book is a concise introduction to emerging concepts and ideas found at the intersection of contemporary behavioural science and artificial intelligence. The book explores how these disciplines interact, change, and adapt to one another and what the implications of such an interaction are for practice and society. AI for Behavioural Science book begins by exploring the field of machine behaviour, which advocates using behavioural science to investigate artificial intelligence. This perspective is built upon to develop a framework of terminology that treats humans and machines as comparable entities possessing their own motive power. From here, the notion of artificial intelligence systems becoming choice architects is explored through a series of reconceptualisations. The architecting of choices is reconceptualised as a process of selection from a set of choice architectural designs, while human behaviour is reconceptualised in terms of probabilistic outcomes. The material difference between the so-called "manual nudging" and "automatic nudging" (or hypernudging) is then explored. The book concludes with a discussion of who is responsible for autonomous choice architects.
- BOCA RATON : CHAPMAN & HALL CRC, 2021
- Description
- Book — 1 online resource
- Summary
-
- Preface. Acknowledgements. Editors. Contributors.
- Chapter 1 Another Set of Eyes in Anesthesiology.
- Chapter 2 Dermatological Machine Learning Clinical Decision Support System.
- Chapter 3 Vision and AI.
- Chapter 4 Thermal Dose Modeling for Thermal Ablative Cancer Treatments by Cellular Neural Networks.
- Chapter 5 Ensembles of Convolutional Neural Networks with Different Activation Functions for Small to Medium-Sized Biomedical Datasets.
- Chapter 6 Analysis of Structural MRI Data for Epilepsy Diagnosis Using Machine Learning Techniques.
- Chapter 7 Artificial Intelligence-Powered Ultrasound for Diagnosis and Improving Clinical Workflow.
- Chapter 8 Machine Learning for E/MEG-Based Identification of Alzheimer's Disease.
- Chapter 9 Some Practical Challenges with Possible Solutions for Machine Learning in Medical Imaging.
- Chapter 10 Detection of Abnormal Activities Stemming from Cognitive Decline Using Deep Learning.
- Chapter 11 Classification of Left Ventricular Hypertrophy and NAFLD through Decision Tree Algorithm.
- Chapter 12 The Cutting Edge of Surgical Practice: Applications of Machine Learning to Neurosurgery.
- Chapter 13 A Novel MRA-Based Framework for the Detection of Cerebrovascular Changes and Correlation to Blood Pressure.
- Chapter 14 Early Classification of Renal Rejection Types: A Deep Learning Approach. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Schlichting, Mark.
- Milton : CRC Press LLC, 2019.
- Description
- Book — 1 online resource (411 p.)
- Summary
-
- Foreword Introduction
- Part1: Sparking Interactive Magic Chapter 1: The Power of Play Chapter 2: Creating Invitations to Play Chapter 3: Maintaining Engagement
- Part 2: Engaging the Senses Chapter 4: Old Brains in a Modern World Chapter 5: Seeing is Believing: Visual Perception Chapter 6: Seeing is Believing: Art and Animation Chapter 7: The Magic of Audio: How We Hear Chapter 8: The Magic of Audio: Designing Soundscapes for Kids
- Part 3: Knowing Your Audience Chapter 9: How Kids Learn Chapter 10: Ages and Stages: Why Kids Do What They Do Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys
- Part 4: Creating Digital Playgrounds Chapter 12: Interface Chapter 13: The User Relationship Chapter 14: Characters, Avatars, and Agents Chapter 15: Supporting Play Patterns Chapter 16: Community and Virtual Worlds
- Part 5: Enhancing the Design Process Chapter 17: Predesign Considerations Chapter 18: The Design Process Chapter 19: The Production Process Chapter 20: Testing with Kids
- Part 6: Case Studies Chapter 21: Case Study: Club Penguin Chapter 22: Case Study: Noodle Words
- Conclusion Afterword Acknowledgments Credits Endnotes Bibliography Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Epstein, George, 1934- author.
- [Abingdon] : [Routledge], [2017?]
- Description
- Book — 1 online resource : illustrations
- Summary
-
Multiple-Valued Logic Design: An Introduction explains the theory and applications of this increasingly important subject. Written in a clear and understandable style, the author develops the material in a skillful way. Without using a huge mathematical apparatus, he introduces the subject in a general form that includes the well-known binary logic as a special case. The book is further enhanced by more 200 explanatory diagrams and circuits, hardware and software applications with supporting PASCAL programming, and comprehensive exercises with even-numbered answers for every chapter. Requiring introductory knowledge in Boolean algebra, 2-valued logic, or 2-valued switching theory, Multiple-Valued Logic Design: An Introduction is an ideal book for courses not only in logic design, but also in switching theory, nonclassical logic, and computer arithmetic. Computer scientists, mathematicians, and electronic engineers can also use the book as a basis for research into multiple-valued logic design.
(source: Nielsen Book Data)
- Boca Raton : CRC Press, 2018.
- Description
- Book — 1 online resource (xxiii, 217 pages) : illustrations.
- Summary
-
- Embrittlement of Stainless Steel Coated Electrodes Diego Henrique A. Nascimento, Rogerio Martins Gomes, Elizabeth Fialho Wanner, and Mariana Presoti Introduction Manufacturing Process Process Modeling Process Optimization Final Remarks
- Learning Fuzzy Rules from Imbalanced Datasets using Multi-objective Evolutionary Algorithms Edward Hinojosa C., Heloisa A. Camargo, and Yvan Tupac V. Introduction Imbalanced Dataset Problem Fuzzy Rule-Based Systems Genetic Fuzzy Systems Proposed Method: IRL-ID-MOEA Experimental Analysis Final Remarks
- Hybrid Multi-Objective Evolutionary Algorithms with Collective Intelligence Daniel Cinalli, Luis Marti, Nayat Sanchez-Pi, and Ana Cristina Bicharra Garcia Introduction Foundations Preferences and Interactive Methods Collective Intelligence for MOEAs Algorithms Experimental Results Final Remarks
- Multiobjective Particle Swarm Optimization Fuzzy Gain Scheduling Control Edson B. M. Costa and Ginalber L. O. Serra Introduction Takagi-Sugeno fuzzy modelling Fuzzy gain scheduling control Experimental results Glossary
- Multiobjective evolutionary algorithms for smart placement Renzo Massobrio, Jamal Toutouh, and Sergio Nesmachnow Introduction Vehicular Communication Networks Materials and methods: metaheuristics, evolutionary computation and multiobjective optimization RSU deployment for VANETs Multiobjective Evolutionary Algorithms for the RSU-DP Experimental Analysis Final Remarks
- Solving Multi-Objective Problems with MOEA/D and Quasi-Simplex Local Search Lucas Prestes, Carolina Almeida, and Richard Goncalves Introduction Multi-objective Optimization Problems Multi-Objective Evolutionary Algorithm based on DecompositionDi_erential Evolution Quasi-Simplex Local Search Proposed Algorithm - MOEA/DQS Experiments and Results Final Remarks
- Multi-objective Evolutionary Design of Robust Substitution Boxes Nadia Nedjah and Luiza de Macedo Mourelle Introduction Preliminaries for Substitution Boxes Evolutionary Algorithms: Nash Strategy and Evolvable Hardware Evolutionary Coding of Resilient S-Boxes Evolvable Hardware Implementation of S-Boxes Performance Results Final Remarks
- Multi-objective approach to the Protein Structure Prediction Problem Ricardo H. R. Lima, Vidal Fontoura, Aurora Pozo, and Roberto Santana Introduction Protein Structure Prediction The HP Model Multi-objective Optimization A bi-objective optimization approach to HP protein folding Experiments Final Remarks
- Multi-objective IP Assignment for E_cient NoC-based System Design Maamar Bougherara, Rym Rahmoun, Amel Sadok, Nadia Nedjah, Mouloud Koudil, and Luiza de Macedo Mourelle Introduction Related Work NoC Internal Structure Application and IP Repository Models The IP Assignment Problem Assignment with MOPSO Algorithm Objective Functions Results Conclusions.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Mallach, Efrem, 1942- author.
- Boca Raton, FL : CRC Press, [2016]
- Description
- Book — 1 online resource (xxii, 458 pages .)
- Summary
-
- PART I: ABOUT INFORMATION SYSTEMS Why Information Systems Matter in Business: And to You Chapter Outline Why This Chapter Matters Chapter Take-Aways Value of Information Systems and Information Systems What Is Information, Really? Legal and Ethical Information Use Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Case
- 1: Trusting A Spreadsheet Too Much Questions Case
- 2: Swissquote Questions References Role of Information Systems in Business Chapter Outline Why This Chapter Matters Chapter Take-Aways A Perspective On Information Systems Competitive Strategies Five Basic Competitive Forces Value Chain Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Case Questions Case
- 1: Using Social Media to Compete Questions Case
- 2: Pharmacy Processes Questions References PART II: TECHNOLOGY FUNDAMENTALS Information Systems Hardware Chapter Outline Why This Chapter Matters Chapter Take-Aways Computer Structure Switches: The Basic Hardware Building Blocks Computer System Components Computer Categories Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: The Green Grid Measures Energy Efficiency Questions Case
- 2: Meltin'Pot Deploys Blade Servers Questions References Information Systems Software Chapter Outline Why This Chapter Matters Chapter Take-Aways Software Concepts System Software Application Software Software Licensing Embedded Software Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 2: Rescuing Food Questions References Data, Databases, and Database Management Chapter Outline Why This Chapter Matters Chapter Take-Aways The Database Concept Operational Databases Databases for Decision Making Database Management Systems Database Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Netflix Moves to Cassandra Questions Case
- 2: Mapping Aleppo Questions References Information Networks Chapter Outline Why This Chapter Matters Chapter Take-Aways Communication Links And Networks Communication Links And Devices Local Area Networks Wide Area Networks And The Internet Internet Applications Network Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Connecting Remote Areas in Michigan Questions Case
- 2: Helping Mothers Have Healthy Babies in Ghana Questions References PART III: INFORMATION SYSTEMS AT WORK Integrating the Organization Chapter Outline Why This Chapter Matters Chapter Take-Aways History: Information Silos Functional Information Systems Transaction Processing Enterprise Resource Planning Systems Enterprise Application Integration Intranets Integrating Society Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: City Of Edinburgh Modernizes Questions Case
- 2: Serenic Accounting Software Questions References Connecting with Customers and Suppliers Chapter Outline Why This Chapter Matters Chapter Take-Aways E-Business And E-Commerce Customer Relationship Management Connecting Through Social Networks Supply Chain Management Extranets Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: AliMed EDI Questions Case
- 2: The Risky Supply Chain Questions References Making Better Decisions Chapter Outline Why This Chapter Matters Chapter Take-Aways Decision-Making Concepts Model-Driven Decisions Data-Driven Decisions Group Decisions Dashboards Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Predictive Analytics And Yogurt Questions Case
- 2: Data Warehousing At Volvo Questions References PART IV: MANAGING INFORMATION SYSTEMS Planning and Selecting Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways The Information Systems Steering Committee Setting Priorities Make Or Buy? Selecting Software After the Contract Is Signed Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Muddle Through or Replace? Questions Case
- 2: Planning for Data Growth Questions References Developing Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways Overview Of Software Development The System Development Life Cycle Approach Other System Development Approaches Managing The Development Process Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: The Gendarmes Move to Linux Questions Case
- 2: Moody's And Aaron's Go Agile Questions References Managing Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways Linking Strategy Information Systems Department Information Systems Jobs And Careers Managing Information Systems Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions CASE
- 1: Underwater Data Centers: Should You Worry? Questions CASE
- 2: Snoops on The Inside Questions References Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
10. The indie game developer handbook [2015]
- Hill-Whittall, Richard., author.
- Burlington, Mass. : Focal Press, 2015.
- Description
- Book — 1 online resource (xvi, 262 pages)
- Summary
-
- Indie Game Development: The Best Job in the World!
- Chapter 1: Development Tools and Resources
- Chapter 2: Self-Publishing
- Chapter 3: QA, Localizations & Age Ratings
- Chapter 4: PR & Reaching Out to the Press
- Chapter 5: Marketing
- Chapter 6: Advertising
- Chapter 7: Websites, Forums & Source Control
- Chapter 8: Funding
- Chapter 9: Tax, Legal & Other Odds and Ends.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
11. How to cheat in blender 2.7x [2017]
- Thorn, Alan, author.
- First edition. - Boca Raton, FL : CRC Press, 2017.
- Description
- Book — 1 online resource (279 pages)
- Summary
-
- Author
- 1 Interface Cheats 1.1 Factory Reset 1.2 Last-Session Recovery 1.3 Recovering Overwritten Files 1.4 Start-Up Files 1.5 Multiple Scenes 1.6 Asset Sharing and Reusing 1.7 User Preferences 1.8 Multimonitor Setup 1.9 First-Person Controls 1.10 Align Camera to Viewport 1.11 MatCap 1.12 Text Editing 1.13 Scroll Editing 1.14 Hide the Splash Screen 1.15 Dual Outliners 1.16 Viewport Visibility
- 2 Selections 2.1 Edit Selection Modes 2.2 Layers and Selections 2.3 Layer Management 2.4 Groups 2.5 Vertex Groups 2.6 Selecting NGons 2.7 Edge Loops and Shortest Path Selections 2.8 Selecting Perimeter Edges 2.9 Selecting UV Seams and Linked Selection 2.10 Selecting Objects from Patterns 2.11 Random Selection 2.12 Selection and Visibility 2.13 Lasso Selection 2.14 Selective Texture Painting 2.15 Vertex Weights and Selection
- 3 Modeling3.1 Modeling from References 3.2 Nondestructive Deformations 3.3 One-Sided Polygons 3.4 Duplication and "Multiple Modeling" 3.5 Water, Waves, and Oceans 3.6 Quads and Triangles 3.7 Bending 3.8 Meshes from Edges 3.9 Spline Modeling 3.10 Rebuilding Meshes: Retopology 3.11 Grease Pencil Modeling
- 4 UV Mapping Cheats 4.1 The UV Image Editor 4.2 Smart UV Project 4.3 Manual Mapping 4.4 Diagnosing and Fixing Map Distortions 4.5 Camera Mapping 4.6 Atlas Texturing 4.7 Packing and Layout 4.8 Copying UVs 4.9 Overlapping UVs 4.10 Breaking Islands 4.11 Exporting UV Layouts 4.12 The 0-1 Space 4.13 Pinning and Unwrapping
- 5 Texturing and Materials 5.1 Blender Render versus Cycles 5.2 Viewport Rendering 5.3 Layered Painting: Blender Internal 5.4 Flattening Layer Painting 5.5 Camera Project Painting 5.6 Flat Projection 5.7 UV Cloning 5.8 Configuring a Stencil Brush 5.9 Node Wrangler 5.10 Stroke Methods
- 6 Rigging and Animation Cheats 6.1 Keyframing, Auto-Key, and Optimization 6.2 Motion Paths: Following and Clamping 6.3 Curves and Colors 6.4 Animation Baking 6.5 Squash and Stretch 6.6 Hierarchical Rigging 6.7 Selection Controls 6.8 Hooks 6.9 Grease Pencil Referencing and Animation 6.10 Rigify
- 7 Rendering Cheats 7.1 Rendering Wireframes 7.2 Texture Baking 7.3 Progressive Refine 7.4 Tiles and Bounces 7.5 Render Selections 7.6 Manual Culling 7.7 Comparative Renders 7.8 Render Layers 7.9 Render Layers and Image Files 7.10 Combining Render Layers 7.11 Light Portals
- 8 Add-Ons 8.1 More Objects! 8.2 Image Planes 8.3 F2 Add-On 8.4 Landscape Tool 8.5 Trees and More Trees! 8.6 Pie Menus 8.7 Camera Navigation 8.8 Scene Information 8.9 Layer Management 8.10 Blend File Packaging 8.11 Dynamic Space Bar 8.12 OpenStreetMap 8.13 Easy FX-Special Effects 8.14 Books
- 9 Game Development Cheats 9.1 Standardize Units 9.2 Normals and Backface Culling 9.3 Real-Time Rendering 9.4 Modeling for Games: Information and Auto-Merging 9.5 UV Seams: Visualization 9.6 UV Seams: Combining Islands 9.7 Object Combining and Modularity 9.8 Exporting: Native versus Nonnative 9.9 Exporting Animations 9.10 Collision Meshes 9.11 Lightmap UVs 9.12 Empties and Hierarchies 9.13 Blender Export Limitations
- 10 Interoperability 10.1 SVG and Inkscape 10.2 Blend Swap 10.3 Free Images and Textures 10.4 Blender Cloud and Texture Library 10.5 Working with Colors and Color Palettes 10.6 Maps and Terrain Displacement 10.7 MakeHuman 10.8 Renderers: V-Ray and RenderMan Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
12. Game engine gems 2 [2016]
- 1st. - Boca Raton : CRC Press, 2016.
- Description
- Book — 1 online resource : illustrations (colour)
- Summary
-
- GRAPHICS AND RENDERING. The Open Game Engine Exchange Format. Realistic Blending of Skies, Water, and Terrain. Fog with a Linear Density Function. Vegetation Management in Leadwerks Game Engine
- 4. Smooth Horizon Mapping. Buffer-Free Generation of Triangle Strip Cube Vertices. Edge-Preserving Smoothing Filter for Particle Based Rendering. Variable Precision Pixel Shading for Improved Power Efficiency. A Fast and High-Quality Texture Atlasing Algorithm. PHYSICS. Rotational Joint Limits in Quaternion Space. Volumetric Hierarchical Approximate Convex Decomposition. Simulating Soft Bodies Using Strain Based Dynamics. GENERAL PROGRAMMING. Generic, Lightweight, and Fast Delegates in C++. Compile-Time String Hashing in C++. Static Reflection in C++ Using Tuples. Portable SIMD Programs Using ISPC. Shared Network Arrays as an Abstraction of Network Code from Game Code Logic. CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE. Vision Based Local Collision Avoidance. A Programming Framework for Autonomous NPCs. Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds. A Control System for Enhancing Entity Behavior. A Control System Based Approach to Entity Behavior.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Morazán, Marco T., author.
- Cham : Springer, [2022]
- Description
- Book — 1 online resource (xix, 514 pages) : illustrations.
- Summary
-
- Part I: Basic Problem Solving and Program Design.-
- 1. The Science of Problem Solving.-
- 2. The N-Puzzle Problem.-
- 3. Randomness.- Part II: Generative Recursion.-
- 4. Introduction to Generative Recursion.-
- 5. Sorting.-
- 6. Searching.-
- 7. N-Puzzle Version 2.-
- 8. N-Puzzle Version 3.- Part III: Accumulative Recursion.-
- 9. Accumulators.-
- 10. N-Puzzle Versions 4 and 5.-
- 11. Iteration.-
- 12. N-Puzzle Version 6.-
- 13. Continuation-Passing Style.- Part IV: Mutation.-
- 14. Sharing Values.-
- 15. Mutation Sequencing.-
- 16. Vectors.-
- 17. In-Place Operations.-
- 18. The Chicken and the Egg Paradox.- Part V: Epilogue.-
- 19. Where to go from here.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Teale, Paul.
- Birmingham : Packt Publishing, Limited, 2022.
- Description
- Book — 1 online resource (224 pages)
- Summary
-
- Table of Contents Getting Started with Flutter Games Working with the Flame Engine Building a Game Design Drawing and Animating Graphics Moving the Graphics with Input Playing Sound Effects and Music Designing Your Own Levels Scaling the game for web and desktop Implementing Advanced Graphics Effects Making Intelligent Enemies With AI Finishing the Game Appendix: Answers.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Dhule, Maithili, author.
- New York : Apress, [2022]
- Description
- Book — 1 online resource (xvii, 193 pages) : illustrations (chiefly color)
- Summary
-
- CHAPTER 1: WHY DO WE PLAY GAMES? Sub -topics: * What players look for in a game: Novelty, creativity, and a sense of achievement* Appeal of different game genres such as action RPGs, puzzles, casual and simulation games* Role of game art and game aesthetics in increasing player motivation* What are game mechanics? * Impact of game mechanics on the player experience
- CHAPTER 2: CREATING FUN GAMEPLAY Sub - topics:* Difference between linear and non-linear games * Controlling flow of non-linear, player-choice based games * Controlling difficulty of gameplay through game balancing and teaching player through in-game tutorials* Storytelling and the game narrative * Creating quests and missions for establishing the end-goal of the game
- CHAPTER 3: FREEDOM TO EXPLORE NEW WORLDSSub - topics:* Implementing player progression by developing player's skills and abilities and levelling up the player through achievements* Movement mechanics: controlling the player through user input* Mechanics for in-game travel with the help of maps and guides, transport vehicles, instant teleportation methods, and shortcuts in the game levels* Game world and environment mechanics, including concepts such as creating infinite open worlds through procedural generation and realistic weather systems
- CHAPTER 4: DEFEAT, COLLECT, REPEATSub - topics: * Enemy and NPC generation using artificial intelligence and creating combat mechanics* Establishing victory and defeat conditions* Managing the player inventory, controlling the internal game economy, and resource management in games* Implementing a reward system such as collection or trading of in-game currency, spawing natural resources in the game* Unlocking new game levels and areas and greater player customization as the character levels up
- CHAPTER 5: CHOOSE YOUR MECHANICSSub - topics: * Tips for choosing game mechanics* Designing game mechanics for different kinds of players such as achievers, skillers, and completionists* Analysis of game mechanics in existing games of different genres: o Sims (simulation) o Fallout (role playing) o Age of empires (base building) o Life is strange (player-choice based) o No man's sky (procedurally generated survival)* Prototyping, trial and error.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
16. Game programming for artists [2018]
- Huntley, Jarryd, author.
- Boca Raton : CRC Press, [2018]
- Description
- Book — 1 online resource (xvi, 156 pages)
- Summary
-
- Foreword
- Introduction
- Chapter 1 Introduction to Programming
- Chapter 2 Introduction to Game Engines
- Chapter 3 The Recipes
- Chapter 4 Introduction to Object-Oriented
- Chapter 5 Introduction to C#
- Chapter 6 Static, Singletons, and Game Managers
- Chapter 7 Endless Runner
- Chapter 8 Artificial Intelligence (AI) and Non-Player Characters (NPCs)
- Chapter 9 Physics-Based Character Controller
- APPENDIX
- ACKNOWLEDGMENTS
- A (MOSTLY SERIOUS) BASIC GAME JARGON GLOSSARY
- INDEX.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Taylor, Sean, author.
- Boca Raton, Fla. : CRC Press, [2018]
- Description
- Book — 1 online resource (xvi, 212 pages)
- Summary
-
- Introduction. Ideals over Ideas. Practice Makes the Plan. Remodel the Plan. New Methodologies. New Opportunities. The Art of Design.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Thorn, Alan., author.
- Burlington, Mass. : Focal Press, 2016.
- Description
- Book — 1 online resource (xv, 280 pages)
- Summary
-
- Introduction
- Chapter 1: Editor Cheats
- Chapter 2: Asset & Importing Cheats
- Chapter 3: Scene, Component and GameObject Cheats
- Chapter 4: Animation and Time
- Chapter 5: Persistence and Accessibility
- Chapter 6: Cameras, Rendering and Lighting
- Chapter 7: Coding & MonoDevelop Tricks
- Chapter 8: Performance and Optimization
- Chapter 9: Physics, Collisions and Path-Finding
- Chapter 10: Debugging and Building Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Bors, Balint.
- New York, NY : Apress, [2023]
- Description
- Book — 1 online resource (xxiii, 378 pages) : illustrations (chiefly color)
- Summary
-
- 1. Introducing and Contrasting Backend Development Goal: In this chapter introduce the background of this book, how I came to the idea to write it, what is the goal, who is this book for, and the technology stack I am going to discuss. Also, give a bit of insight into the gaming ecosystem, which other providers and technologies are there, how those compare to the actually described ones. I want to discuss the key components and features that address the fundamental pain points and requirements of our target audience.
- 1.1. Initial Thoughts 1.2. Game Backend and Frontend 1.3. Game Engines 1.4. Unity 1.5. BaaS (Backend-as-a-Service) vs. Public Cloud 1.6. Popular BaaS providers, comparison 1.7. Top5 Cloud providers, comparison 1.8. Indie vs. AAA games and their requirements
- 2. Concepts of Backend Development Goal: In this chapter, I am going to describe the general concepts related to game backend development. The description is independent of the technology used and helps the reader understand what are the features we can have if we extend our game frontend with backend capabilities.
- 2.1. Overview 2.2. Leaderboard 2.3. Matchmaking 2.4. Player Authentication 2.5. Chat 2.6. Analytics 2.7. Server Hosting 2.8. Selling Items 2.9. Artificial Intelligence
- 3. Setting up a Simple Local Multiplayer Game. Goal: This part will cover the prerequisites for the next chapters. I will show how to use Unity Assets, Mirror Networking library, and other tools and techniques to implement a simple local multiplayer game. The reader can also download the source code from GitHub directly. We will build upon this game in the next chapters, where we implement the features from the previous chapter.
- 3.1. Prerequisites 3.2. Sample Game 3.3. Multiple Unity Instances 3.4. Mirror Networking 3.5. Local Multiplayer Game 3.6. Advanced Networking
- 4. Up and Running on PlayFab Goal: This is one of the core chapters. Here I describe how to implement backend features to games. This also includes source code, so the reader can use them in their game right away. It also includes explanations, best practices, tips and tricks and pitfalls developers should know. It is all very specific and practical. I use the PlayFab BaaS (Backend-as-a-Service) and API to implement these features.
- 4.1. Overview 4.2. Setting up PlayFab 4.3. Leaderboard 4.4. Matchmaking 4.5. Player Authentication 4.6. Chat 4.7. Analytics 4.8. Server Hosting 4.9. Selling Items 4.10. Artificial Intelligence
- 5. Build Your Own Custom Game Backend in Azure Goal: This is another way to reach the same goals as in the earlier chapter, but now by using Azure. (Hint: game developers can implement backend features by turning to a BaaS provider like PlayFab. Then they don't need to build cloud infrastructure components like virtual machines or databases by themselves). In this chapter the developer choose the hard way, and build his own Microsoft Azure cloud based game backend. The same features as above are built here, again with source code and explanations.
- 5.1. Overview 5.2. Setting up Microsoft Azure 5.3. Leaderboard 5.4. Matchmaking 5.5. Player Authentication 5.6. Chat 5.7. Analytics 5.8. Server Hosting 5.9. Selling Items 5.10. Artificial Intelligence
- 6. Next Steps in Game Development Learning Goal: I want to draw a conclusion on my experience building game backend with both a BaaS (PlayFab) and a cloud (Azure) service provider. I want to help game developers make the right decision based on their situation. Some of the key aspects are budget, skills, time, team size, target market and region. I consider adding here a section with further readings providing references to sources I found useful.
- 6.1. Final Thoughts 6.2. References.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
20. An introduction to Unreal engine 4 [2017]
- Sanders, Andrew (Computer programmer), author.
- Boca Raton : Taylor & Francis, CRC Press, [2017]
- Description
- Book — 1 online resource
- Summary
-
- Introduction to Unreal Engine
- 4. Project Type Selection and Setup. An Overview of the Level Design Process. Blocking Our Level. Adding Objects to Our Level. Exploring Blueprints. Materials in Unreal Engine
- 4. Basic Lighting Concepts. Matinee. Particle Systems. Advanced Blueprint Techniques. Advanced Lighting Techniques. Working With Terrains.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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