Generation Games


Generation Games
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Procedural Content Generation In Games


Procedural Content Generation In Games
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Author : Noor Shaker
language : en
Publisher: Springer
Release Date : 2016-10-18

Procedural Content Generation In Games written by Noor Shaker and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-18 with Computers categories.


This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.



The Kids Are Alright


The Kids Are Alright
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Author : John C. Beck
language : en
Publisher: Harvard Business Press
Release Date : 2006-11-01

The Kids Are Alright written by John C. Beck and has been published by Harvard Business Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-11-01 with Business & Economics categories.


Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.



Procedural Generation In Game Design


Procedural Generation In Game Design
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Author : Tanya Short
language : en
Publisher: CRC Press
Release Date : 2017-06-12

Procedural Generation In Game Design written by Tanya Short and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-12 with Computers categories.


Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design



The Generation Game


The Generation Game
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Author : Sophie Duffy
language : en
Publisher: Legend Press Ltd
Release Date : 2018-04-05

The Generation Game written by Sophie Duffy and has been published by Legend Press Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-05 with Fiction categories.


“An extraordinary story... she writes with warmth, lovely earthy detail and a pathos which keeps a lump lodged in the throat.”—The Daily Mail Philippa Smith is in her forties and has a beautiful newborn baby girl. She also has no husband, and nowhere to turn. So she turns to the only place she knows: the beginning. Retracing her life, she confronts the daily obstacles, historic events, and even TV shows that shaped her very existence. From the tragedy of her childhood abandonment, to the astonishing accomplishments of those close to her, Philippa learns of the sacrifices others chose to make, and the outcome of buried secrets. What Philippa eventually discovers is a celebration of life, love, and the golden era of television—a reflection of everyday people, in not so everyday situations. “A powerful first novel.”—Katie Fforde, author of A Rose Petal Summer “Bold, warm, rich, amusing…sits well alongside more established authors like Kate Atkinson’s Behind the Scenes at the Museum.”—Hello Magazine “A warm, moving, wonderful read.”—Wendy Holden, author of The Royal Governess



Generation Decks


Generation Decks
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Author : Titus Chalk
language : en
Publisher: Solaris
Release Date : 2017-04-06

Generation Decks written by Titus Chalk and has been published by Solaris this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-06 with Games categories.




Procedural Content Generation For Unity Game Development


Procedural Content Generation For Unity Game Development
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Author : Ryan Watkins
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-01-30

Procedural Content Generation For Unity Game Development written by Ryan Watkins and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-30 with Computers categories.


Harness the power of procedural content generation to design unique games with Unity About This Book Learn the basics of PCG development Develop a 2D game from start to finish Explore all the different ways PCG can be applied in games Who This Book Is For This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway. What You Will Learn Understand the theory of Procedural Content Generation Learn the uses of Pseudo Random Numbers Create reusable algorithm designs for PCG Evaluate the data structures for PCG Develop smaller games with larger amounts of content Generate content instead of spending time designing every minute detail Learn when and how to add PCG to your game Learn the fundamental techniques of PCG In Detail Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine. This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game. Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game. Finally, you'll get to try out your new PCG skills on 3D terrain generation. Style and approach An easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.



Generation Games


Generation Games
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Author : Patricia Spallone
language : en
Publisher:
Release Date : 1992

Generation Games written by Patricia Spallone and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1992 with Social Science categories.


Generation Games is a ground-breaking work in ecofeminism, biotechnology, and social ethics. Pat Spallone provides general readers with facts, issues, and ethical questions related to the genetic engineering of seeds, plants, microorganisms, animals, people, and in particular, of women in medical therapies. Synthesizing much of the history and commentary on biotechnology, she shows how genetic engineers mine and manage biological resources for applications that point to the increasing industrialization of life forms. Spallone explores the global political contests engendered by developments in plant genetics and manipulation of domestic livestock. She analyzes the increasing privatization of nature and nature's resources as more plants and animals fall under the control of multinational corporations, and she discusses the patenting of living things. Viewing genetic engineering as a politically important subject, Spallone contends that these biological developments are implicated in an industrial, scientific, and political agenda "which is at loggerheads with progressive social development." In Generation Games, she grapples with the complex relations between science and society. Author note: Pat Spallone, a freelance researcher and writer associated with the Centre for Women's Studies at the University of York, previously worked as a biochemist in medical research at the University of Pennsylvania School of Medicine.



Video Games Crime And Next Gen Deviance


Video Games Crime And Next Gen Deviance
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Author : Craig Kelly
language : en
Publisher: Emerald Group Publishing
Release Date : 2020-07-03

Video Games Crime And Next Gen Deviance written by Craig Kelly and has been published by Emerald Group Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-03 with Social Science categories.


The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, freely available to read online. Drawing on the emerging deviant literature perspective, this book explores a range of culturally embedded harms and other activities to offer new insight on the idea that video games are intertwined with forms of deviancy.



Procedural Content Generation For C Game Development


Procedural Content Generation For C Game Development
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Author : Dale Green
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-01-30

Procedural Content Generation For C Game Development written by Dale Green and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-30 with Computers categories.


Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.



Catalogue Des Bons Meubles D Poque Et De Style Piano Demi Queue De Steinway Ameublement De Salon Bronzes D Art Et D Ameublement Bijoux Argenterie M Tal Argent Violoncelles Violons Tapis


Catalogue Des Bons Meubles D Poque Et De Style Piano Demi Queue De Steinway Ameublement De Salon Bronzes D Art Et D Ameublement Bijoux Argenterie M Tal Argent Violoncelles Violons Tapis
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Author :
language : en
Publisher:
Release Date : 1923

Catalogue Des Bons Meubles D Poque Et De Style Piano Demi Queue De Steinway Ameublement De Salon Bronzes D Art Et D Ameublement Bijoux Argenterie M Tal Argent Violoncelles Violons Tapis written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1923 with categories.