Exam 98 374 Gaming Development Fundamentals

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Exam 98 374 Gaming Development Fundamentals
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Author : Microsoft Official Academic Course
language : en
Publisher: Wiley
Release Date : 2013-05-06
Exam 98 374 Gaming Development Fundamentals written by Microsoft Official Academic Course and has been published by Wiley this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-06 with Computers categories.
The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate fundamental technology concepts with a foundation for sudents' careers as well as the confidence they need to succeed in advanced studies. Through the use of MOAC MTA titles you can help ensure your students future success in and out of the classroom.This MTA text covers the following Gaming Development vital fundamental skills: • Understand Game Design • Understand Hardware • Understand Graphics • Understand Animation Click here to learn more about the Microsoft Technology Associate (MTA), a new and innovative certification track designed to provide a pathway for future success in technology courses and careers.
Mta Microsoft Technology Associate Exam 98 374 Gaming Development Fundamentals Examfocus Study Notes Review Questions 2015 Edition
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Author : Examreview
language : en
Publisher: Createspace Independent Publishing Platform
Release Date : 2015-02-10
Mta Microsoft Technology Associate Exam 98 374 Gaming Development Fundamentals Examfocus Study Notes Review Questions 2015 Edition written by Examreview and has been published by Createspace Independent Publishing Platform this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-10 with Study Aids categories.
The Microsoft Technology Associate MTA certification is an entry-level certification which serves as a good starting point for students and educators who may eventually progress to the higher programs. Simply put, it assesses the foundational knowledge necessary to pursue MCSE, MCSD and the like. The MTA certification focuses more on knowledge and a little less on skills. However, the knowledge areas are all based on MS products so you must know those products inside and out. There are several objectives covered in this gaming development exam, including: Game Design Hardware Graphics Animation For the exam, programming language is not an issue. It is the concept behind the development effort that is important. You need to know that it is technically possible to use any .NET language to write games using XNA, but C# was the only officially supported language. However, since XNA Game Studio 4.0 Refresh you may write code using Visual Basic. In this book we use C# code for demonstration.
Mta Microsoft Technology Associate Exam 98 374 Gaming Development Fundamentals Examfocus Study Notes And Review Questions 2013
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Author : ExamREVIEW
language : en
Publisher:
Release Date : 2013-08-09
Mta Microsoft Technology Associate Exam 98 374 Gaming Development Fundamentals Examfocus Study Notes And Review Questions 2013 written by ExamREVIEW and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-08-09 with categories.
The Microsoft Technology Associate MTA certification is an entry-level certification which serves as a good starting point for students and educators who may eventually progress to the Microsoft Technology Specialist MCTS or higher programs. Simply put, it assesses the foundational knowledge necessary to pursue MCTS, MCITP or MCPD certifications. The MTA certification focuses more on knowledge and a little less on skills. There are several objectives covered in the gaming development exam, including:Game DesignHardwareGraphicsAnimationFor the exam, programming language is not an issue. It is the concept behind the development effort that is important. You need to know that it is technically possible to use any .NET language to write games using XNA, but C# was the only officially supported language. However, since XNA Game Studio 4.0 Refresh you may write code using Visual Basic.This ExamFOCUS book focuses on the more difficult topics that will likely make a difference in exam results. The book is NOT intended to guide you through every single official topic. You should therefore use this book together with other reference books for the best possible preparation outcome.
The Fundamentals Of C C Game Programming
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Author : Brian Beuken
language : en
Publisher: CRC Press
Release Date : 2018-02-21
The Fundamentals Of C C Game Programming written by Brian Beuken and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-21 with Computers categories.
This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement.
Software Engineering Perspectives In Computer Game Development
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Author : Kendra M. L. Cooper
language : en
Publisher: CRC Press
Release Date : 2021-07-04
Software Engineering Perspectives In Computer Game Development written by Kendra M. L. Cooper and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-04 with Computers categories.
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2018-02-17
Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-17 with Computers categories.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
3d Math Primer For Graphics And Game Development 2nd Edition
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Author : Fletcher Dunn
language : en
Publisher: CRC Press
Release Date : 2011-11-02
3d Math Primer For Graphics And Game Development 2nd Edition written by Fletcher Dunn and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Fundamentals Of Psychology
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Author : Michael Eysenck
language : en
Publisher: Psychology Press
Release Date : 2014-08-07
Fundamentals Of Psychology written by Michael Eysenck and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-08-07 with Psychology categories.
Aimed at those new to the subject, Fundamentals of Psychology is a clear and reader-friendly textbook that will help students explore and understand the essentials of psychology. This text offers a balanced and accurate representation of the discipline through a highly accessible synoptic approach, which seamlessly brings together all the various related topics. Fundamentals of Psychology combines an authoritative tone, a huge range of psychological material and an informal, analogy-rich style. The text expertly blends admirably up-to-date empirical research and real-life examples and applications, and is both readable and factually dense. The book introduces all the main approaches to psychology, including social, developmental, cognitive, biological, individual differences, and abnormal psychology, as well as psychological research methods. However, it also includes directions for more detailed and advanced study for the interested student. Fundamentals of Psychology incorporates many helpful textbook features which will aid students and reinforce learning, such as: Key-term definitions Extremely clear end-of-chapter summaries Annotated further reading sections Evaluations of significant research findings Numerous illustrations presented in attractive full color. This textbook is also accompanied by a comprehensive program of resources for both students and instructors, which is available free to qualifying adopters. The resources include a web-based Student Learning Program, as well as chapter-by-chapter lecture slides and an interactive chapter-by-chapter multiple-choice question test bank. Combining exceptional content, abundant pedagogical features, and a lively full-color design, Fundamentals of Psychology is an essential resource for anyone new to the subject and more particularly those beginning undergraduate courses. The book will also be ideal for students studying psychology within education, nursing and other healthcare professions.
Writing Interactive Music For Video Games
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Author : Michael Sweet
language : en
Publisher: Addison-Wesley Professional
Release Date : 2014-09-19
Writing Interactive Music For Video Games written by Michael Sweet and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-19 with Computers categories.
“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.
Game Programming All In One
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Author : Jonathan S. Harbour
language : en
Publisher: Cengage Learning
Release Date : 2007
Game Programming All In One written by Jonathan S. Harbour and has been published by Cengage Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Computers categories.
This book gives aspiring game programmers the skills that are needed to create professional-quality games. Using the cross-platform Allegro game library, you'll learn how to write complete games that will run on almost any operating system.--[book cover]