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22Publicado 2015Tabla de Contenidos: “…Controlling the frame-rateUsing the SFML clock; Fixed time-step; Common mistakes; Summary; Chapter 3: Get Your Hands Dirty - What You Need to Know; Introducing snake; Game design decisions; Implementing the snake structure; The snake class; The World class; Time to integrate; Hunting bugs; Fixing bugs; Going the extra mile; Common mistakes; Summary; Chapter 4: Grab That Joystick - Input and Event Management; Retrieving peripheral input; Checking for mouse input; Plug in your controller; Understanding the sf::Event; Introducing the event manager; Standard function wrapper…”
Libro electrónico -
23por Cunningham, Mark. author“…Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You'll learn about variables; integer, real, Boolean and string data types; conditional if statements; fixed loops and conditional loops; modularity; arrays and lists; and predefined functions. …”
Publicado 2020
Libro electrónico -
24Augmented reality game development create your own augmented reality games from scratch with Unity 5Publicado 2017Tabla de Contenidos: “…Cover -- Copyright -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Getting Started -- Real-world adventure games -- Location-based -- Augmented Reality -- Adventure games -- Introducing Foody GO -- Source code -- Getting into mobile development with Unity -- Downloading and installing Unity -- Setting up for Android development -- Installing the Android SDK -- Connecting to your Android device -- Setting up for iOS development -- Getting started with Unity -- Creating the game project -- Building and deploying the game -- Building and deploying to Android -- Building and deploying to iOS -- Summary -- Chapter 2: Mapping the Player's Location -- GIS fundamentals -- Mapping -- GPS fundamentals -- Google Maps -- Adding a map -- Creating the map tile -- Laying the tiles -- Understanding the code -- Setting up services -- Setting up CUDLR -- Debugging with CUDLR -- Setting up the GPS service -- Summary -- Chapter 3: Making the Avatar -- Importing standard Unity assets -- Adding a character -- Switching the camera -- Cross-platform input -- Fixing the input -- GPS location service -- Map tile parameters -- GPS simulation settings -- Character GPS compass controller -- Swapping out the character -- Summary -- Chapter 4: Spawning the Catch -- Creating a new monster service -- Understanding distance in mapping -- GPS accuracy -- Checking for monsters -- Projecting coordinates to 3D world space -- Adding monsters to the map -- Tracking the monsters in the UI -- Summary -- Chapter 5: Catching the Prey in AR -- Scene management -- Introducing the Game Manager -- Loading a scene -- Updating touch input -- Colliders and rigidbody physics -- Building the AR Catch scene -- Using the camera as our scene backdrop -- Adding the catching ball -- Throwing the ball…”
Libro electrónico -
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26Publicado 2023Tabla de Contenidos: “…Cover -- Title Page -- Copyright and Credits -- Contributors -- Dedicated -- Table of Contents -- Preface -- Part 1: Building a Graphics Renderer -- Chapter 1: Creating the Game Window -- Technical requirements -- Getting the source code and the basic tools -- Code organization in this book -- The basic code for our application -- NULL versus nullptr -- Creating your first window -- Adding support for OpenGL or Vulkan to the window -- GLFW and OpenGL -- GLFW and Vulkan -- Event handling in GLFW -- The GLFW event queue handling -- Mixing the C++ classes and the C callbacks -- The mouse and keyboard input for the game window -- Key code, scan code, and modifiers -- Different styles of mouse movement -- Summary -- Practical sessions -- Additional resources -- Chapter 2: Building an OpenGL 4 Renderer -- Technical requirements -- The rendering pipeline of OpenGL 4 -- Basic elements of the OpenGL 4 renderer -- The OpenGL loader generator Glad -- Anatomy of the OpenGL renderer -- The main OpenGL class -- Buffer types for the OpenGL renderer -- Loading and compiling shaders -- Vertex and fragment shaders -- Creating our shader loader -- Creating the simple Model class -- Getting an image for the texture -- Summary -- Practical sessions -- Additional resources -- Chapter 3: Building a Vulkan Renderer -- Technical requirements -- Basic anatomy of a Vulkan application -- Differences and similarities between OpenGL 4 and Vulkan -- Technical similarities -- Differences -- Using helper libraries for Vulkan -- Initializing Vulkan via vk-bootstrap -- Memory management with VMA -- Fitting the Vulkan nuts and bolts together -- General considerations about classes -- Changes in the Window class -- Passing around the VkRenderData structure -- Vulkan object initialization structs -- Required changes to the shaders -- Drawing the triangles on the screen…”
Libro electrónico -
27Publicado 2007“…For example, you’ll learn why encoding project management strategies into fixed processes can lead to ineffective strategy decisions and costly mistakes. …”
Libro electrónico -
28Publicado 2022Tabla de Contenidos: “…I'm the guy with code -- Layered architecture -- Creating the browser module -- Loading an image -- Creating a game loop -- RequestAnimationFrame -- A game trait -- Fixing our time step -- Loading assets -- Cleaner drawing -- Integrating the game loop -- Adding keyboard input -- Moving Red Hat Boy -- Summary -- Chapter 4: Managing Animations with State Machines -- Technical requirements -- Introducing state machines -- Defining a state machine -- Implementing with types -- Managing animation -- Transitioning between states -- Managing the state machine -- Using Into for clean code -- Integrating the state machine -- Drawing RedHatBoy -- Updating RHB -- Adding the Running state -- Transitioning to sliding -- Transitioning to sliding and back again -- Every little thing I think I see -- Transitioning to jumping -- Summary -- Chapter 5: Collision Detection -- Technical requirements -- Creating a real scene -- Adding the background -- Adding an obstacle -- Axis-aligned bounding boxes -- Collision…”
Libro electrónico -
29Publicado 2016Tabla de Contenidos: “…Using the serialized files in the editor -- Accessing the .asset files in the code -- Adding NPCs and a conversation system to our game -- Let the player walk around the NPC -- Stopping the player from walking through the NPC -- Getting the NPCs talking -- The conversation object -- Saving and serializing the object for later -- The conversation component -- Building a basic conversation system -- The manager -- Starting a conversation -- Preparing the UI -- Displaying the conversation -- Connecting the dots -- Going further -- Summary -- Chapter 7: The World Map -- The larger view -- Types of map -- Fixed maps -- Generated maps -- In-game generated maps -- Going procedural -- Creating our game's map -- Adding the world map -- Adding a player prefab to the overworld -- Adding places of interest -- Leaving town -- Creating a NavigationManager script -- Blocking off paths -- Updating build settings to include new scenes -- Changing scenes -- Returning to town -- Updating the NavigationManager script -- Going further -- Summary -- Chapter 8: Encountering Enemies and Running Away -- Event systems -- Exploring randomness -- True randomness -- Planning for random code/generation -- Basic Artificial Intelligence -- State machines -- Defining states -- Simple singular choice -- Planning for multiple cases -- State managers -- Sensors -- Setting up your battle scene -- Building the new scene -- Adding the first enemy -- Spawning the Dragons -- Creating the BattleManager -- Allowing the player to run away -- Starting the battle -- Saving the map position -- Stop immediately re-entering battle -- Going back to town -- Going further -- Summary -- Chapter 9: Getting Ready to Fight -- Setting up our battle state manager -- The battle state manager -- Getting to the state manager in the code -- Starting the battle -- Introductory animation…”
Libro electrónico -
30Publicado 2012Tabla de Contenidos: “…Cover; 3ds Max Modeling for Games: Insider's Guide to Stylized Modeling; Copyright; Contents; Acknowledgments; Introduction; CHAPTER 1 Introduction to 3ds Max and Basic Modeling Terms; Viewport Navigation; The Quad Menu; Setting Up 3ds Max; Game Art Terminology; Geometry; Stitched Geometry and Floating or Intersecting Geometry; LODs; Textures; What's New in 3ds Max 2012; Nitrous Accelerated Graphic Core; The Stylistic Rendering; Updated UV Editor; Quick Transform; Reshape Elements; Explode; Weld; Peel; Arrange Elements; New Graphite Modeling Tools…”
Libro electrónico -
31por Egges, Arjan. authorTabla de Contenidos: “…Parameter Names and Labels Default Parameter Values; Reorganizing Instructions into Methods; Moving Between Local and World Coordinates; Adding a Ball to the Game World; Shooting the Ball; Updating the Ball Position; Fixed Timestep vs. …”
Publicado 2015
Libro electrónico -
32por Jackson, Wallace. authorTabla de Contenidos: “…""NetBeans 8.0 Is User Interface Design Friendly: UI Design Tools""""NetBeans 8.0 Is not Bug Friendly: Squash Bugs with a Debugger""; ""NetBeans 8.0 Is a Speed Freak: Optimize the Code with a Profiler""; ""Creating Your Java 8 Game Project: The InvinciBagel""; ""Compiling Your Java 8 Game Project in NetBeans 8.0""; ""Running Your Java 8 Game Project in NetBeans 8.0""; ""Profiling Your Java 8 Game Project in NetBeans 8.0""; ""Profiling Your Java 8 Game Application CPU Usage""; ""Unblocking the Java 8 Platform Binary via the Windows Firewall""…”
Publicado 2014
Libro electrónico -
33Publicado 2016Tabla de Contenidos: “…Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Building the Foundation; Introducing the development environment; A quick look at Visual Studio; Start screen; The Solution Explorer panel; The Standard Toolbar panel; The code window; The output window; Starting your project; The game loop; The game structure; Initialization; The game loop; Shutdown; Creating the game structure; Port of access; The Windows message loop; Introducing OpenGL; What is OpenGL?…”
Libro electrónico -
34Publicado 2011Tabla de Contenidos: “…Cover; 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling; Copyright; Contents; Acknowledgments; About the Author; About the Book; About the Contributors; Introduction; Chapter 1 Introduction to 3ds Max; The Quad Menu; Setting Up 3ds Max; Game Art Terminology; Geometry; Stitched Geometry and Floating or Intersecting Geometry; LODs; Textures; Types of Texture Layouts; Tiling Texture; Unique Texture; A Unique Texture with Tiling Elements; Chapter 2 Creating, Unwrapping, and Texturing Simple Models; Model 1-Cardboard Box; 3ds Max Shortcuts…”
Libro electrónico -
35por Kuryanovich, EgorTabla de Contenidos: “…Some significant CSS propertiesWeb fonts; Transitions; Transforms; Fixing user interface for your needs; The cursor; Stylesheet languages above CSS; Compass; Making our page transition effects; JavaScript, a high-level dynamic language; Coding the game controller; Coding our Chess Game; Game specification; Game styles; Game logic; Scope and namespacing; A real example for our chess game; The Game class; The Renderer class; The Storage class; Implementing our controller; The result; Mobile frameworks; jQuery and Zepto; PhoneGap; PhoneGap Build; Configuration of our chess game; WebAppBuilder…”
Publicado 2012
Libro electrónico -
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37Publicado 2020“…What you will learn Write scripts for customizing various aspects of a game, such as physics, gameplay, and UI Program rich shaders and effects using Unity's new Shader Graph and Universal Render Pipeline Implement postprocessing to increase graphics quality with full-screen effects Create rich particle systems for your Unity games from scratch using VFX Graph and Shuriken Add animations to your game using the Animator, Cinemachine, and Timeline Implement game artificial intelligence (AI) to control character behavior Detect and fix optimization issues using profilers..…”
Libro electrónico -
38por Vanhove, SanderTabla de Contenidos: “…-- Networking in Godot Engine -- Learning about IP addresses -- Using port numbers -- Setting up the base networking code -- Creating the client-server connection -- Adding UI -- Running multiple debug instances at the same time -- Synchronizing different clients -- Updating the player scene for multiplayer -- Synchronizing EntitySpawner -- Synchronizing the enemy and collectibles -- Synchronizing the projectile -- Fixing the timer and end game -- Synchronizing the timer…”
Publicado 2024
Libro electrónico -
39por Kesselman, George“…Using a combination of studies and stories, the book explores why our current approach to work is painful and outdated and how games give us a playbook to fix that. Did you know that we, on average, play 8.5 hours of games per week? …”
Publicado 2023
Libro electrónico -
40por Green, DaleTabla de Contenidos: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives…”
Publicado 2016
Libro electrónico