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Making A Game Demo


Making A Game Demo
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Making A Game Demo


Making A Game Demo
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Author : Chad Gregory Walker
language : en
Publisher: Wordware Publishing, Inc.
Release Date : 2005

Making A Game Demo written by Chad Gregory Walker and has been published by Wordware Publishing, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.


Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo. Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking. The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!



Designing Games


Designing Games
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Author : Tynan Sylvester
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2013-01-03

Designing Games written by Tynan Sylvester and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-03 with Computers categories.


Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design



Learn Python Game Development With Chatgpt


Learn Python Game Development With Chatgpt
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Author : Micheal Lanham
language : en
Publisher: BPB Publications
Release Date : 2024-06-07

Learn Python Game Development With Chatgpt written by Micheal Lanham and has been published by BPB Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-07 with Computers categories.


Leverage the power of AI in coding, graphics, design, and intelligence to join the next wave in game development KEY FEATURES ● Teaches the core concepts of game development for 2D, 3D, and AI games. ● Uses AI to assist and guide the reader across several facets of game development. ● Learn to create AI-controlled enemies for your games. DESCRIPTION This book is a comprehensive guide to creating interactive and engaging games, leveraging the capabilities of ChatGPT and other advanced AI technologies. The book starts with prompt engineering and system prompting, building a strong AI foundation for game development. It covers various game genres, from text adventures to 3D shooters, showing AI integration. Each chapter is designed to build on the previous one, ensuring a cohesive learning experience that gradually increases in complexity and depth. Readers will learn game development basics and creative techniques for immersive game worlds. They will use PyZork for text games and Streamlit for enhanced visuals. The book covers AI-generated assets, behavior-driven AI, and advanced topics like isometric world-building and voice-responsive games. Practical projects help readers create their unique games, while GPT agents and AI technologies showcase the future of gaming. By the end of this journey, readers will have a deep understanding of how to create innovative and engaging games using AI, positioning them at the forefront of modern game development. WHAT YOU WILL LEARN ● Master prompt engineering for building games, game assets, and AI-driven games. ● Develop engaging text-based adventures with AI-driven storytelling elements. ● Create 2D games from platformers, isometric worlds, and physics. ● Design AI opponents with behavior-driven logic and adaptive difficulty. ● Introduction to 3D first-person shooters using GPT agents. ● Implement voice recognition and text-to-speech in interactive games. WHO THIS BOOK IS FOR This book is for aspiring or experienced game developers and indie game studios interested in using generative AI to create games faster and explore new possibilities. TABLE OF CONTENTS 1. ChatGPT and the Magic of Prompt Engineering 2. Text Adventure: Entering the Enchanted Realm 3. The AI Chronicles: Text Game Evolution 4. 2D Platformer: Leap into Pixelated Fun! 5. Bot Brawls: AI Opponents Enter the Arena 6. Revving up: Cars, Ramps, and Pymunk 7. Building Isometric Worlds 8. Leveling up with GPT Agents and AutoGen 9. Building a 3D First-Person Shooter 10. Games That Respond to Your Voice 11. The Future Beckons: Developing GPT Games



Design Patterns


Design Patterns
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Author : Christopher G. Lasater
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2006-10

Design Patterns written by Christopher G. Lasater and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-10 with Computers categories.


Design Patterns demonstrates how software developers can improve the performance, maintainability, portability, and scalability of their code through the use of the Gang of Four design patterns. After a discussion of patterns methodology, reasons for using design patterns, the book delves into each of the 23 patterns. Each pattern section gives a detailed description of the pattern, refactored from either Boolean logic or simpler, less-maintainable code that you might encounter in the real world, and shows readers how to use the pattern in their code. The text walks readers through making the move from current code to the pattern, lists the benefits of using the pattern, and shows how the pattern performs after the refactoring effort, with a goal throughout of providing practical implementations.



Creating Games With Unreal Engine Substance Painter Maya


Creating Games With Unreal Engine Substance Painter Maya
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Author : Kassandra Arevalo
language : en
Publisher: CRC Press
Release Date : 2021-01-12

Creating Games With Unreal Engine Substance Painter Maya written by Kassandra Arevalo and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-12 with Computers categories.


Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. • Written by industry professionals with real-world experience in building assets and games. • Build a complete game from start to finish. • Learn what the pros use: construct all assets using the tools used at industries across the world. • All software used are free to students. • When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.



Learn To Code With Games


Learn To Code With Games
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Author : John M. Quick
language : en
Publisher: CRC Press
Release Date : 2015-09-22

Learn To Code With Games written by John M. Quick and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-22 with Computers categories.


A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge.The book employs a unique pro



Finnish Video Games


Finnish Video Games
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Author : Juho Kuorikoski
language : en
Publisher: McFarland
Release Date : 2015-05-11

Finnish Video Games written by Juho Kuorikoski and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-11 with Games & Activities categories.


In the past three decades Finland's video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower. Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the industry is documented in detail for the first time. Two hundred game reviews are included, presenting the best (and worst) of commercial video games made in Finland.



Game Programming Patterns


Game Programming Patterns
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Author : Robert Nystrom
language : en
Publisher: Genever Benning
Release Date : 2014-11-03

Game Programming Patterns written by Robert Nystrom and has been published by Genever Benning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-03 with Computers categories.


The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.



Building A Game With Unity And Blender


Building A Game With Unity And Blender
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Author : Lee Zhi Eng
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-11-27

Building A Game With Unity And Blender written by Lee Zhi Eng 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 2015-11-27 with Computers categories.


Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas About This Book Learn the fundamentals of two powerful tools and put the concepts into practice Find out how to designand buildall the core elements required for a great game - from characters to environments, to props— Learn how to integrate Artificial Intelligence (AI) into your game for sophisticated and engaging gameplay Who This Book Is For This book has been created for anyone who wants to learn how to develop their own game using Blender and Unity, both of which are freely available, yet very popular and powerful, tools. Not only will you be able to master the tools, but you will also learn the entire process of creating a game from the ground up. What You Will Learn Design and create a game concept that will determine how your game will look and how it will be played Construct 3D models of your game characters and create animations for them before importing them into the game Build the game environment from scratch by constructing the terrain and props, and eventually put it all together to form a scene Import and integrate game assets created in Blender into Unity—for example, setting up textures, materials, animation states, and prefabs Develop game structures including a game flow, user interface diagram, game logic, and a state machine Make the game characters move around and perform certain actions either through player inputs or fully controlled by artificial intelligence Create particles and visual effects to enhance the overall visual aesthetic Deploy the game for various types of platforms In Detail In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small-to-no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating. Starting from the beginning, this book will cover designing the game concept, constructing the gameplay, creating the characters and environment, implementing game logic and basic artificial intelligence, and finally deploying the game for others to play. By sequentially working through the steps in each chapter, you will quickly master the skills required to develop your dream game from scratch. Style and approach A step-by-step approach with tons of screenshots and sample code for readers to follow and learn from. Each topic is explained sequentially and placed in context so that readers can get a better understanding of every step in the process of creating a fully functional game.



3ds Max Modeling Bots Mechs And Droids


3ds Max Modeling Bots Mechs And Droids
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Author : Jon Weimer
language : en
Publisher: Jones & Bartlett Learning
Release Date : 2008-05-22

3ds Max Modeling Bots Mechs And Droids written by Jon Weimer and has been published by Jones & Bartlett Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-05-22 with Computers categories.


3ds Max Modeling: Bots, Mechs, and Droids offers an unparalleled, project-based learning strategy for anyone who is interested in modeling with 3ds Max. From the very first pages, readers will discover how to use the Max toolset to create sophisticated models, including a spider bot, hunter-killer, battle mech, and android. Learn how to use the 3ds Max toolset without relying on third-party models. Watch the progression of the models through hundreds of screen captures, also available in full color on the companion DVD. Take advantage of the book’s learn-as-you-go approach to creating a variety of intricate robotic models with 3ds Max. Companion DVD includes full color, expanded chapter demonstrating how to model an android, ten hours of video tutorials including a 17-part tutorial from 3-d Palace on modeling a sentinel bot from the movie The Matrix, and full-color versions of the images in the book.