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1. Learn to implement games with code [2017]
- Quick, John M., author.
- Boca Raton : Taylor & Francis Group, LLC, CRC Press is an imprint of Taylor & Francis Group, [2017]
- Description
- Book — 1 online resource
- Summary
-
- I. The world beyond the screen
- 2. A dialogue with the Red Knight
- 3. A daring decision
- 4. Face the dragon
- 5. A group of heroes
- 6. Save the day
- 7. Design your world
- 8. A proper introduction
- 9. A proper transition
- 10. The world is in motion
- 11. The world can be heard
- 12. Celebrate victory
2. Computer games and software engineering [2015]
- Boca Raton : CRC Press, [2015]
- Description
- Book — 1 online resource
- Summary
-
- section 1. The potential for games in software engineering education
- section 2. Conducting fundamental software engineering research with computer games
- De Byl, Penny
- Waltham, MA : Focal Press, c2012.
- Description
- Book — p. cm.
- Summary
-
- Introduction
- Essential 3D Review
- Review C# language
- Unity Components (Work in as we go?
- Common Mathematics and Physics Used in 3D:
- Essential 3D Paradigms
- Artificial Intelligence
- 2D Look in a 3D Engine.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
4. Game development tools [2011]
- First edition - Boca Raton, Fla. : CRC Press/Taylor & Francis Group, 2011
- Description
- Book — 1 online resource (xv, 327 pages)
- Summary
-
- 1. Philosophy and methodology
- 2. Buildable tools
- 3. Third-party tools
- 1st ed. - Boca Raton, Fla. : CRC Press/Taylor & Francis Group, 2011.
- Description
- Book — xv, 327 p., [16] p. of plates : ill. (some col.).
- Summary
-
- PHILOSOPHY AND METHODOLOGY Taming the Beast: Managing Complexity in Game Build Pipelines, Fernando Navarro Introduction The Asset Build Pipeline Dependencies How to Determine Dependencies How to Use Dependencies to Your Benefit Advanced Techniques Minimizing the Impact of Build Failures Conclusions Bibliography
- Game Streaming: A Planned Approach, Jeffrey Aydelotte and Amir Ebrahimi Introduction Integrating Streaming from Day One Passive Requests: The Art of Asset Streaming Bluer Skies Conclusion Bibliography
- Workflow Improvement via Automatic Asset Tracking, Matt Greene and William Smith Introduction Historical Drawbacks of Manual Asset Tracking Automatically Building an Asset Database Using the Xbox 360 Rapid Development of the MATT Tool Using Python Automating In-Game Search with the BugViewer Lessons Learned
- Continuous Integration for Games, Steven Ramirez Introduction Build Pipelines: How Do They Work? Using CCNet and More! Conclusion Bibliography
- Persistence Management of Asset Metadata and Tags, Jaewon Jung Introduction Usual Metadata Tags Other Considerations Conclusion Bibliography
- Real-Time Tool Communication, Alan Kimball Introduction Integrated Editors Real-Time Communication Properties Robust Data Null Checking Copying Data Complicated Assets Conclusion
- Robust File I/O, Alan Kimball Introduction Existing Technologies Object Databases Disk Image Conclusions
- BUILDABLE TOOLS Real-Time Constructive Solid Geometry, Sander van Rossen and Matthew Baranowski Introduction The CSG Algorithm Mesh Optimization Conclusions Bibliography
- A COLLADA Toolbox, Remi Arnaud Introduction Conformance Test Schema Validation Editing a COLLADA Document Coherency Test Patching XML Notepad Unique ID, Name versus ID XPath Absolute versus Relative Paths Refinery XSLT Conclusion Bibliography
- Shape-Preserving Terrain Decimation and Associated Tools, David Eberly Introduction The Decimation Algorithm Processing the Lofted Roads Variations in the Content Pipeline An Example Bibliography
- In-Game Audio Debugging Tools, Simon Franco Introduction Tools to Debug Sound Systems Conclusion
- Pragmatic XML Use in Tools, Amir Ebrahimi Introduction XML Specification Parsing XML Enter Stage: XML Serialization Minimaxima: A Case Study Conclusion Bibliography
- Low Coupling Command System, Gustavo A. Carrazoni Introduction The Most Basic Command Low Coupling Improvements to the Command System Bibliography
- Object-Oriented Data, Alan Kimball Introduction Data Inheritance Constants Conclusion
- Improving Remote Perforce Usage, Mike O'Connor Introduction Remote Reality Productive by Proxy Here Comes a New Challenger A Parallel Approach Putting It All Together Conclusion
- THIRD-PARTY TOOLS Vector Displacement in the Sculpting Workflow, Craig Barr Introduction Overview: Vector Displacement Creating Vector Displacement Maps: A Workflow Example in Mudbox Vector Displacement and the Art Pipeline: Further Applications and Considerations Conclusion Bibliography
- Optimizing a Task-Based Game Engine, Yannis Minadakis Introduction From Threads to Tasks Profiling a Task-Based Game Engine Task, Task, Task
- Efficient Texture Creation with Genetica, Ichiro Lambe and Atlas Roufas Introduction Genetica's Workflow and Philosophy Principles for Efficient Asset Creation Conclusion
- Reducing Video Game Creation Effort with Eberos GML2D, Frank E. Hernandez and Francisco R. Ortega Introduction Reducing Effort Conclusion Bibliography
- YAML for C++: Applied Data-Driven Design, Sebastien Noury and Samuel Boivin Introduction YAML Ain't Markup Language Seamless C++ Integration Applying DDD to Real-World Scenarios Conclusion Bibliography
- GPU Debugging and Profiling with NVIDIA Parallel Nsight, Kumar Iyer and Jeffrey Kiel Introduction Debugging a Full Direct3D Frame with the Graphics Inspector Debugging an HLSL Shader Profiling a Direct3D Frame using GPU Hardware Counters Tracing Activity across Your CPU and GPU Conclusion
- FBX Games Development Tools, Trevor Adams and Mark Davies Introduction Exporting and Importing Game Assets Extracting the Information from the .fbx File FBX for QuickTime as a Game Development Tool
- Index.
- (source: Nielsen Book Data)
- PHILOSOPHY AND METHODOLOGY: Taming the Beast: Managing Complexity in Game Build Pipelines. Game Streaming: A Planned Approach. Workflow Improvement via Automatic Asset Tracking. Continuous Integration for Games. Persistence Management of Asset Metadata and Tags. Real-Time Tool Communication. Robust File I/O. BUILDABLE TOOLS: Real-Time Constructive Solid Geometry. A COLLADA Toolbox. Shape-Preserving Terrain Decimation and Associated Tools. In-Game Audio Debugging Tools. Pragmatic XML Use in Tools. Low Coupling Command System. Object-Oriented Data. Improving Remote Perforce Usage. THIRD-PARTY TOOLS: Vector Displacement in the Sculpting Workflow. Optimizing a Task-Based Game Engine. Efficient Texture Creation with Genetica. Reducing Video Game Creation Effort with Eberos GML2D. YAML for C++: Applied Data-Driven Design. GPU Debugging and Profiling with NVIDIA Parallel Nsight. FBX Games Development Tools. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game de.
(source: Nielsen Book Data)
- Ahlquist, John.
- Clifton Park, NY : Thomson/Delmar Learning, c2008.
- Description
- Book — xxi, 297 p. : col. ill. ; 26 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
- Introduction
- Chapter 1: History of AI and Game AI, Game AI concepts.
- Chapter 2: Creating and Controlling Behaviors.
- Chapter 3: Path Finding and Path Following
- Chapter 4: Using a Hierarchy to Create Complex Behaviors
- Chapter 5: Controlling AI using Scripting
- Chapter 6: Rule Based Systems
- Chapter 7: Exposing the Intelligence to the Player
- Chapter 8: Advanced Path Finding Techniques
- Chapter 9: Putting the Pieces Together: Designing AI System, and Careers in Game AI.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
- Hall, Rick.
- Australia ; Clifton Park, NY : Delmar Cengage Learning, c2008.
- Description
- Book — xxii, 271 p. : col. ill. ; 26 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
- PART I: SETUP Looking at the Big Picture
- Chapter 1 History: Where Did Massively Multiplayer Online Games Come From?
- Chapter 2 Constraints: Understand the Issues Before Starting a Design
- Chapter 3 Organization: Don't Start Working Without First Making a Plan PART II: DEVELOPMENT Transforming a Game into a Lifestyle
- Chapter 4 Content: General Design Philosophies and Goals
- Chapter 5 Vision: Crafting a Personality and Avoiding the Cliches
- Chapter 6 Spin: Designing with Community, Marketing, and Business PART III: LAUNCH It Isn't A Game Anymore. Now it's a Business
- Chapter 7 Live!: So Your Game Has Launched. Now What?
- Chapter 8 Communities: Navigating the Feedback of Thousands
- Chapter 9 Endgame: Where is it All Going and When Will it End?
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
- Maurina, Edward F., 1969-
- Wellesley, Mass. : A K Peters, c2006.
- Description
- Book — ix, 608 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
"The Game Programmer's Guide to Torque" takes readers on an in-depth walkthrough of the Torque Game Engine - one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more, that will provide readers all they need to understand the Torque Game Engine.
(source: Nielsen Book Data)
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
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|
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QA76.76 .C672 M36 2006 | Available |
9. Game programming gems 4 [2004]
- 1st ed. - Hingham, Mass. : Charles River Media, c2004.
- Description
- Book — xl, 703 p. : ill. (some col.) ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
- SECTION 1 GENERAL PROGRAMMING
- SECTION 2 MATHEMATICS
- SECTION 3 PHYSICS
- SECTION 4 ARTIFICIAL INTELLIGENCE
- SECTION 5 GRAPHICS
- SECTION 6 NETWORK AND MULTIPLAYER
- SECTION 7 AUDIO APPENDIX: ABOUT THE CD-ROM.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
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|
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QA76.76 .C672 G364 2004 | Available |
10. Game design foundations [2003]
- Pedersen, Roger E.
- Plano, Texas : Wordware Pub., c2003.
- Description
- Book — xii, 378 p. : ill. ; 23 cm. + 1 CD-ROM (4 3/4 in.)
- Online
11. Introduction to level design for PC games [2003]
- Clayton, Andy, 1956-
- Hingham, Mass. : Charles River Media, c2003.
- Description
- Book — xxiv, 352 p. : ill. ; 24 cm.+ 1CD-ROM
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks
|
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QA76.76 .C672 C53 2003 | Available |
12. Massively multiplayer game development [2003]
- 1st ed. - Hingham, Mass. : Charles River Media, c2003.
- Description
- Book — xxviii, 484 p. : ill. ; 25 cm. + 1 CD-ROM (4 3/4 in.)
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks
|
Request (opens in new tab) |
QA76.76 .C672 A428 2003 | Available |
13. Replay : game design + game culture [2003]
- New York : Peter Lang, c2003.
- Description
- Book — x, 268 p. : ill. ; 23 cm.
- Online
14. Developer's guide to multiplayer games [2002]
- Mulholland, Andrew.
- Plano, Tex. : Wordware Pub., c2002.
- Description
- Book — xiv, 589 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks
|
Request (opens in new tab) |
QA76.76 .C672 M85 2002 | Available |
15. Game design perspectives [2002]
- 1st ed. - Hingham, Mass. : Charles River Media, c2002.
- Description
- Book — xxii, 410 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
- Part 1 Design Documents
- Part 2 Game Design Theory
- Part 3 User Interfaces
- Part 4 Genres And Platforms
- Part 5 Characters And Storytelling
- Part 6 The User Community
- Part 7 Managing A Game Development Business Appendix A About The CD-ROM.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
16. Game programming all in one [2002]
- Teixeira de Sousa, Bruno Miguel.
- [Indianapolis, Ind.] : Premier Press, c2002.
- Description
- Book — xxxvii, 952 p. : ill. ; 24 cm. + 1 CD-ROM.
- Summary
-
- IntroductionPART ONE: C++ PROGRAMMING
- Chapter 1: Introduction to C++ Programming
- Chapter 2: Variables and Operators
- Chapter 3: Functions and Program Flow
- Chapter 4: Multiple Files and the Preprocessor
- Chapter 5: Arrays, Pointers, and Strings
- Chapter 6: Classes
- Chapter 7: Developing Monster
- Chapter 8: Streams
- Chapter 9: Basic Software ArchitecturePART TWO: WINDOWS PROGRAMMING
- Chapter 10: Designing Your Game Library: Mirus
- Chapter 11: Beginning Windows Programming
- Chapter 12: Introduction to DirectX
- Chapter 13: DirectX Graphics
- Chapter 14: DirectInput
- Chapter 15. DirectSoundPART THREE: HARDCORE GAME PROGRAMMING
- Chapter 16. Introduction to Game Design
- Chapter 17. Data Structures and Algorithms
- Chapter 18. The Mathematical Side of Games
- Chapter 19. Introduction to Artificial Intelligence
- Chapter 20. Introduction to Physics Modeling
- Chapter 21. Building Breaking Through
- Chapter 22. Publishing Your Game PART FOUR: APPENDICESAppendix A: What's on the CD-ROMAppendix B: Debugging Using Microsoft Visual C++ Appendix C: Binary, Hexadecimal, and Decimal System Appendix D: A C Primer Appendix E: Answers to the Exercises Appendix F: C++ Keywords Appendix G: Useful Tables Appendix H: More Resources.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
- Lecky-Thompson, Guy W.
- Hingham, Mass. : Charles River Media, c2002.
- Description
- Book — xvii, 428 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
This book/CD-ROM package, a sequel to Infinite Game Universe: Mathematical Techniques , focuses on level design, terrain, music, and sound, providing programmers with source code, techniques, and reference materials needed to create gaming environments. Early chapters show techniques for storing game level information and discuss creation, storage, .
(source: Nielsen Book Data)
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks
|
Request (opens in new tab) |
QA76.76 .C672 L428 2002 | Available |
18. Game design : theory & practice [2001]
- Rouse, Richard.
- Plano, Tex. : Wordware Pub., 2001.
- Description
- Book — xxii, 584 p. : ill. ; 24 cm.
- Online
Engineering Library (Terman)
Engineering Library (Terman) | Status |
---|---|
Stacks | |
QA76.76 .C672 R69 2001 | Unknown |
19. Game programming gems 2 [2001]
- Hingham, Mass. : Charles River Media, c2001.
- Description
- Book — xxxii, 575 p. : ill. (some col.) ; 25 cm. + 1 computer optical disc (4 3/4 in.)
- Summary
-
- SECTION 1 GENERAL PROGRAMMING
- SECTION 2 MATHEMATICS
- SECTION 3 246ARTIFICIAL INTELLIGENCE
- SECTION 4 GEOMETRY MANAGEMENT
- SECTION 5 GRAPHICS DISPLAY
- SECTION 6 AUDIO PROGRAMMING APPENDIX ABOUT THE CD-ROM.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
Engineering Library (Terman)
Engineering Library (Terman) | Status |
---|---|
Stacks
|
|
QA76.76 .C672 G36 2001 | Unknown |
- Lecky-Thompson, Guy W.
- 1st ed. - Hingham, Massachusetts : Charles River Media, c2001.
- Description
- Book — xi, 306 p. : ill. ; 24 cm. + 1 computer laser optical disc (4 3/4 in.).
- Summary
-
- The near infinite universe concept - generation v: storage
- macro and micro generation
- front end generation
- game mechanics
- random number generation - nature of random numbers
- simple random number generation techniques
- choice of seed
- algorithm combination techniques
- performance issues. Predictability: exploration of seeding
- serialization techniques
- using sequences as seeds
- plot sequencing reliability of chance
- case study. Probability: extrapolation - using letter adjacancies to generate words
- game rules
- compression techniques
- fractal generation - mapping, it's role in nature
- complex structures
- fractals vs probability extrapolation. Chaos: the gamespace example - objects and their relationship within the universe
- synchronization objects' properties (plot sequencing)
- altering object properties
- incorporating the players' actions
- the entire package visualization.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
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