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The Advanced Game Developer S Toolkit


The Advanced Game Developer S Toolkit
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The Advanced Game Developer S Toolkit


The Advanced Game Developer S Toolkit
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Author : Rex van der Spuy
language : en
Publisher: Apress
Release Date : 2017-07-04

The Advanced Game Developer S Toolkit written by Rex van der Spuy and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-04 with Computers categories.


Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You’ll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you’re comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. What You'll Learn Work with advanced tile-based design techniques for puzzle, platform and maze games Use Tiled Editor to build game worlds Build path-finding and AI systems using Line of Sight and A* (A-Star) Make isometric games Manage complexity to build games of any size that scale seamlessly Who This Book Is For Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every lineof code they write, without resorting to quick fixes.



The Advanced Game Narrative Toolbox


The Advanced Game Narrative Toolbox
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Author : Tobias Heussner
language : en
Publisher: CRC Press
Release Date : 2019-02-18

The Advanced Game Narrative Toolbox written by Tobias Heussner and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-18 with Computers categories.


The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today’s challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.



Unity 6 Game Development With C Scripting


Unity 6 Game Development With C Scripting
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Author : Lem Apperson
language : en
Publisher: Packt Publishing Ltd
Release Date : 2025-02-14

Unity 6 Game Development With C Scripting written by Lem Apperson 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 2025-02-14 with Computers categories.


No detailed description available for "Unity 6 Game Development with C# Scripting".



Next Level Gaming


Next Level Gaming
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Author : Jamie Collins
language : en
Publisher: eBookIt.com
Release Date : 2024-09-07

Next Level Gaming written by Jamie Collins and has been published by eBookIt.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-09-07 with Computers categories.


Explore the Future of Gaming Step into a world where artificial intelligence revolutionizes the gaming industry, creating more immersive and personalized experiences for every player. Next-Level Gaming: AI Innovations unveils the groundbreaking journey of AI in video games, right from its humble beginnings to its sophisticated modern applications. Discover how this transformative technology is reshaping the landscape of entertainment and captivating gamers worldwide. This comprehensive guide is a treasure trove for developers, enthusiasts, and anyone fascinated by the intersection of AI and gaming. Dive into the rich history of AI's role in gaming, from early milestones to the masterminds driving innovation. Equip yourself with fundamental concepts, essential programming languages, and the algorithms that form the backbone of today's advanced gaming experiences. Marvel at how AI generates adaptive difficulty levels, creating personalized journeys that keep players on the edge of their seats. Imagine AI-driven NPCs that adapt and evolve based on your actions, or procedurally generated worlds that offer infinite exploration possibilities. Learn from compelling case studies of AI's triumph in popular games and understand how machine learning and neural networks are integral to modern game development. Peek into the future of real-time strategy and simulation games, where AI balances competitive play and enables unparalleled immersion in virtual realities. Uncover the ethical dilemmas inherent in AI gaming, such as privacy concerns, bias, and the pursuit of fairness. Finally, grasp how AI influences the business of gaming–monetization, marketing, and distribution–equipping you with insights to stay ahead in this dynamic field. With hands-on tutorials and recommended tools, you'll be ready to start your journey into AI game development. Next-Level Gaming: AI Innovations promises an enlightening adventure, merging cutting-edge technology with the artistry of game design. Don't miss your chance to explore the next frontier of gaming.



Phenomenology Of The Gameworld A Philosophical Toolbox For Video Game Developers


Phenomenology Of The Gameworld A Philosophical Toolbox For Video Game Developers
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Author : Matthew E. Gladden
language : en
Publisher: Defragmenter Media
Release Date : 2019-12-15

Phenomenology Of The Gameworld A Philosophical Toolbox For Video Game Developers written by Matthew E. Gladden and has been published by Defragmenter Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-15 with Computers categories.


The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.



Advanced Web Applications And Progressing E Learning 2 0 Technologies In Higher Education


Advanced Web Applications And Progressing E Learning 2 0 Technologies In Higher Education
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Author : Pelet, Jean-Éric
language : en
Publisher: IGI Global
Release Date : 2019-02-22

Advanced Web Applications And Progressing E Learning 2 0 Technologies In Higher Education written by Pelet, Jean-Éric and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-22 with Education categories.


With the relevant use of internet technologies such as Web 2.0 tools, e-learning can be a way to teach students anywhere at any time. Quality internet connection and a mobile device, such as a smartphone or tablet, offer students the capacities to grow along with knowledge, lectures, and helpful advice for learning in good conditions. Advanced Web Applications and Progressing E-Learning 2.0 Technologies in Higher Education is an essential reference source providing relevant theoretical frameworks and the latest empirical research findings in e-learning and mobile learning in modern higher education and its applications in other professional fields such as medical education. Featuring research on topics such as m-learning, knowledge management technologies, computer graphics, image processing, and web-based communities, this book is ideally designed for professionals and researchers seeking coverage on education, adult education, sociology, computer science, and information technology.



Human Computer Interaction


Human Computer Interaction
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Author : Vanessa Agredo-Delgado
language : en
Publisher: Springer Nature
Release Date : 2021-01-04

Human Computer Interaction written by Vanessa Agredo-Delgado and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-04 with Computers categories.


This book constitutes the thoroughly refereed proceedings of the 6th Iberoamerican Workshop on Human-Computer Interaction, HCI-Collab 2020, held in Arequipa, Peru, in September 2020.* The 28 full and 3 short papers presented in this volume were carefully reviewed and selected from 128 submissions. The papers deal with topics such as emotional interfaces, usability, video games, computational thinking, collaborative systems, IoT, software engineering, ICT in education, augmented and mixed virtual reality for education, gamification, emotional Interfaces, adaptive instruction systems, accessibility, use of video games in education, artificial Intelligence in HCI, among others. *The workshop was held virtually due to the COVID-19 pandemic.



C Game Development Build High Performance Games From Scratch


C Game Development Build High Performance Games From Scratch
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Author : Jarrel E.
language : en
Publisher: Jarrel E.
Release Date : 2024-05-10

C Game Development Build High Performance Games From Scratch written by Jarrel E. and has been published by Jarrel E. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-10 with Computers categories.


Dive into the exciting world of game development with C++ Game Development. Designed for readers with prior knowledge in C++ programming, this comprehensive guide takes you on a thrilling journey through the fundamentals of game development and beyond. From the basics of game programming to advanced techniques in graphics rendering, physics simulation, and multiplayer networking, this book covers all aspects of game development with clarity and depth. Each chapter is meticulously crafted to provide a blend of theoretical knowledge and practical insights, empowering you to unleash your creativity and bring your gaming visions to life. Whether you dream of creating immersive 2D platformers, action-packed shooters, or captivating multiplayer experiences, this book equips you with the skills and techniques needed to turn your ideas into reality. With hands-on tutorials, real-world examples, and expert tips from seasoned game developers, 'C++ Game Development: Unleash Your Creativity' is your essential companion on the path to mastering the art of game development. Get ready to embark on an exhilarating journey into the heart of game development and unleash your creativity like never before. Let the adventure begin!



Digital Games Ebook


Digital Games Ebook
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Author : GURMEET SINGH DANG
language : en
Publisher: GURMEETWEB TECHNICAL LABS
Release Date :

Digital Games Ebook written by GURMEET SINGH DANG and has been published by GURMEETWEB TECHNICAL LABS this book supported file pdf, txt, epub, kindle and other format this book has been release on with Games & Activities categories.




Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-10

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-10 with Computers categories.


Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA