LEADER 02439nam 2200613 a 450 001 9910461465803321 005 20200520144314.0 010 $a1-118-23559-2 010 $a1-283-40199-1 010 $a9786613401991 010 $a1-118-22180-X 035 $a(CKB)2670000000131297 035 $a(EBL)817962 035 $a(OCoLC)768082667 035 $a(SSID)ssj0000636128 035 $a(PQKBManifestationID)12273823 035 $a(PQKBTitleCode)TC0000636128 035 $a(PQKBWorkID)10653725 035 $a(PQKB)10200199 035 $a(MiAaPQ)EBC817962 035 $a(Au-PeEL)EBL817962 035 $a(CaPaEBR)ebr10521380 035 $a(CaONFJC)MIL340199 035 $a(EXLCZ)992670000000131297 100 $a20111021d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe guide to computer simulations and games$b[electronic resource] /$fKatrin Becker, J.R. Parker 205 $a1st ed. 210 $aIndianapolis, Ind. $cWiley Pub., Inc$d2011 215 $a1 online resource (482 p.) 300 $aDescription based upon print version of record. 311 $a1-118-00923-1 320 $aIncludes bibliographical references and index. 327 $apt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations. 330 $aThe first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of 606 $aGame theory 606 $aDigital computer simulation 608 $aElectronic books. 615 0$aGame theory. 615 0$aDigital computer simulation. 676 $a003.3 700 $aBecker$b Katrin$0322083 701 $aParker$b J. R$0534589 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910461465803321 996 $aThe guide to computer simulations and games$92279499 997 $aUNINA