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Animated Program Design [[electronic resource] ] : Intermediate Program Design Using Video Game Development / / by Marco T. Morazán
Animated Program Design [[electronic resource] ] : Intermediate Program Design Using Video Game Development / / by Marco T. Morazán
Autore Morazán Marco T.
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
Descrizione fisica 1 online resource (515 pages)
Disciplina 794.81526
Collana Texts in Computer Science
Soggetto topico Software engineering
Computer programming
Computer games - Programming
Software Engineering
Programming Techniques
Game Development
ISBN 9783031043178
9783031043161
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Basic Problem Solving and Program Design -- 1. The Science of Problem Solving -- 2. The N-Puzzle Problem -- 3. Randomness -- Part II: Generative Recursion -- 4. Introduction to Generative Recursion -- 5. Sorting -- 6. Searching -- 7. N-Puzzle Version 2 -- 8. N-Puzzle Version 3 -- Part III: Accumulative Recursion -- 9. Accumulators -- 10. N-Puzzle Versions 4 and 5 -- 11. Iteration -- 12. N-Puzzle Version 6 -- 13. Continuation-Passing Style -- Part IV: Mutation -- 14. Sharing Values -- 15. Mutation Sequencing -- 16. Vectors -- 17. In-Place Operations -- 18. The Chicken and the Egg Paradox -- Part V: Epilogue -- 19. Where to go from here.
Record Nr. UNISA-996490359703316
Morazán Marco T.  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Assessing the Quality of Experience of Cloud Gaming Services [[electronic resource] /] / by Steven Schmidt
Assessing the Quality of Experience of Cloud Gaming Services [[electronic resource] /] / by Steven Schmidt
Autore Schmidt Steven
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (230 pages)
Disciplina 658.562
Collana T-Labs Series in Telecommunication Services
Soggetto topico Telecommunication
User interfaces (Computer systems)
Human-computer interaction
Computer games - Programming
Computational intelligence
Communications Engineering, Networks
User Interfaces and Human Computer Interaction
Game Development
Computational Intelligence
ISBN 9783031060113
9783031060106
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- Quality Factors and Feature Space of Cloud Gaming Services -- Methods for Assessing Gaming QoE -- Passive Video Quality Assessment Using Lab and Remote Testing -- Interactive Assessment of Gaming QoE Using Crowdsourcing -- Development of the Gaming Input Quality Scale (GIPS) -- Impact and Classification of the Game Content -- Empirical Investigation of the Cloud Gaming Taxonomy -- Conclusion and Outlook.
Record Nr. UNINA-9910627252803321
Schmidt Steven  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Augmented reality game development : create your own augmented reality games from scratch with Unity 5 / / Micheal Lanham
Augmented reality game development : create your own augmented reality games from scratch with Unity 5 / / Micheal Lanham
Autore Lanham Micheal
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, [England] : , : Packt, , 2017
Descrizione fisica 1 online resource (326 pages) : illustrations
Disciplina 794.81526
Soggetto topico Computer games - Programming
Computer games - Development
Computer graphics
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910162826503321
Lanham Micheal  
Birmingham, [England] : , : Packt, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning 3D game assets development pipeline : learn to integrate from Maya to Unity / / Nova Villanueva
Beginning 3D game assets development pipeline : learn to integrate from Maya to Unity / / Nova Villanueva
Autore Villanueva Nova
Pubbl/distr/stampa [Place of publication not identified] : , : Apress, , [2021]
Descrizione fisica 1 online resource (329 pages)
Disciplina 006.696
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
Computer animation
ISBN 1-4842-7196-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: What Is the 3D Production Pipeline and Why Is It Important? -- Chapter 2: Starting with Maya -- Chapter 3: Creating a Base Mesh -- Chapter 4: Preparing the Asset for the Next Phase -- Chapter 5: UV Mapping -- Chapter 6: Creating a High Poly Model -- Chapter 7: Texturing. -- Chapter 8: Rigging the 3D Asset -- Chapter 9: Bringing the Asset to Life.
Record Nr. UNINA-9910523900803321
Villanueva Nova  
[Place of publication not identified] : , : Apress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning 3D game development with Unity 4 : all-in-one, multi-platform game development / / Sue Blackman
Beginning 3D game development with Unity 4 : all-in-one, multi-platform game development / / Sue Blackman
Autore Blackman Sue
Edizione [2nd ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xxviii, 778 pages) : illustrations (chiefly color)
Disciplina 004
794.81526
Collana Technology in action Beginning 3D game development with Unity 4
Technology in action
Soggetto topico Computer games - Programming
Three-dimensional display systems
ISBN 1-4302-4900-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Introduction to Game Development""; ""The Adventure Genre""; ""Text Adventure Games""; ""Graphical Adventure""; ""LucasArts Titles""; ""Fast Forward to Real Time""; ""Modern Successes of the Genre""; ""What Draws People to This Genre?""; ""New Experiences""; ""Suspension of Consequences""; ""Intellectual Stimulus""; ""No Dexterity Required""; ""Visual Interest""; ""Story""; ""Designing Your Game""; ""Defining a Style""
""Compartmentalizing Environments""""First-Person or Third?""; ""Animation""; ""Content""; ""Challenges, Tasks, and Puzzles""; ""What Basic Human Characteristics Make for Fun?""; ""Managing Your Project""; ""Multiple Roles""; ""Choosing the Game Engine""; ""The Requirements""; ""Tips for Completing Your First Game""; ""New to Real Time vs. Pre-render""; ""Terms and Concepts""; ""Summary""; ""Chapter 2: Unity UI Basics�Getting Started""; ""Installing Unity and Starting Up""; ""Loading or Creating a New Project or Scene""; ""The Layout""; ""Scene View""; ""Game Window""; ""Hierarchy View""
""Project View""""Inspector""; ""Toolbar""; ""Menus""; ""File""; ""Edit""; ""Assets""; ""GameObject""; ""Component""; ""Window""; ""Help""; ""Creating Simple Objects""; ""Selecting and Focus ing""; ""Transforming Objects""; ""Snaps""; ""Vertex Snaps""; ""Scene Gizmo""; ""Non-Snap Alignment""; ""Lights""; ""3D Objects""; ""Meshes""; ""Sub-Objects of a Mesh""; ""Mapping""; ""Materials""; ""Summary""; ""Chapter 3: Scripting: Getting Your Feet Wet""; ""What Is a Script?""; ""Components of a Script""; ""Functions""; ""Anatomy of a Function""; ""Time.deltaTime""; ""Variables""
""Picking an Object in the Game""""Printing to the Console""; ""Counting Mouse Picks""; ""Conditionals and State""; ""Deconstructing the Conditional""; ""Order of Evaluation""; ""Summary""; ""Chapter 4: Terrain Generation: Creating a Test Environment""; ""Creating Environments""; ""Creating a Terrain Object""; ""Flythrough Scene Navigation""; ""The Terrain Engine""; ""Topology""; ""Painting Textures""; ""Trees""; ""Sky""; ""Back to the Trees""; ""Importing UnityPackages""; ""Terrain Extras""; ""Creating Your Own Terrain Assets""; ""Options""; ""Trees""; ""Orientation""
""Bend for Detail Meshes""""Terrain Settings""; ""Shadows""; ""Fog""; ""Summary""; ""Chapter 5: Navigation and Functionality""; ""Navigation""; ""Arrow Navigation and Input""; ""Tweaking the Mouse Look""; ""Fun with Platforms""; ""Plan Ahead""; ""Collision Walls""; ""Object Names""; ""Your First Build""; ""Defining Boundaries""; ""Summary""; ""Chapter 6: Cursor Control""; ""Cursor Visibility""; ""Custom Cursors""; ""GUI Texture Cursor""; ""Texture Importer""; ""Color Cues""; ""Cursor Position""; ""Hardware Cursor""; ""UnityGUI Cursor""; ""Object-to-Object Communication""
""Mouseover Cursor Changes""
Record Nr. UNINA-9910741168003321
Blackman Sue  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android games development : from beginner to pro / / Ted Hagos [and three others]
Beginning Android games development : from beginner to pro / / Ted Hagos [and three others]
Edizione [4th ed. 2020.]
Pubbl/distr/stampa [Place of publication not identified] : , : Apress, , [2020]
Descrizione fisica 1 online resource (XVII, 364 p. 151 illus.)
Disciplina 794.81526
Soggetto topico Computer games - Programming
ISBN 1-4842-6121-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Setup -- Chapter 2: Project Basics -- Chapter 3: Android Studio -- Chapter 4: What's in an Android Application? -- Chapter 5: Introduction to Game Development -- Chapter 6: Building the Crazy 8 Game -- Chapter 7: Building the Balloon Popper Game -- Chapter 8: Testing and Debugging -- Chapter 9: -- Chapter 10: Monetization -- Chapter 11: Publishing the Game -- Chapter 12: Where Do We Go From Here?.-.
Record Nr. UNINA-9910427057203321
[Place of publication not identified] : , : Apress, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning iOS Game Center and GameKit : for iOS, tvOS, and MacOS / / Kyle Richter, Beau G. Bolle
Beginning iOS Game Center and GameKit : for iOS, tvOS, and MacOS / / Kyle Richter, Beau G. Bolle
Autore Richter Kyle
Edizione [Second edition.]
Pubbl/distr/stampa New York, New York : , : Apress, , 2022
Descrizione fisica 1 online resource (315 pages)
Disciplina 004.167
Soggetto topico Application software - Development
Computer games - Programming
Mobile computing - Programming
Operating systems (Computers)
ISBN 1-4842-7756-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started with GameKit and Game Center -- Chapter 2: Game Center: Configuring and Getting Started -- Chapter 3: Leaderboards -- Chapter 4: Achievements -- Chapter 5: Matchmaking and Invitations -- Chapter 6: Network Design Overview -- Chapter 7: Exchanging Data -- Chapter 8: Turned-Based Gaming with Game Center -- Chapter 9: Voice Chat -- Chapter 10: In-App Purchase with StoreKit -- Chapter 11: Game Controllers.
Record Nr. UNINA-9910522980803321
Richter Kyle  
New York, New York : , : Apress, , 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Unreal Engine 4 Blueprints visual scripting : using C++ : from beginner to pro / / Satheesh Pv
Beginning Unreal Engine 4 Blueprints visual scripting : using C++ : from beginner to pro / / Satheesh Pv
Autore Pv Satheesh
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Berkeley, California : , : Apress, , [2021]
Descrizione fisica 1 online resource (XIII, 165 p. 135 illus., 1 illus. in color.)
Disciplina 794.815
Soggetto topico Computer games - Programming
C# (Computer program language)
ISBN 1-4842-6396-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction to Unreal Engine 4 -- Chapter 2: Introduction to Blueprints -- Chapter 3: C++ and Unreal Engine -- Chapter 4: Gameplay Framework -- Chapter 5: Basic Physics and Raycasting -- Chapter 6: Importing Meshes, Textures, and Creating Materials -- Chapter 7: Project: Demo Game.
Record Nr. UNINA-9910484064903321
Pv Satheesh  
Berkeley, California : , : Apress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Box2D for Flash games [[electronic resource] ] : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato
Box2D for Flash games [[electronic resource] ] : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato
Autore Feronato Emanuele
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2012
Descrizione fisica 1 online resource (166 p.)
Disciplina 004.696
Collana Community experience distilled
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-283-96106-7
1-84951-963-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation - a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types - static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level
Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird
Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies - mouse joints; Keeping bodies at a given distance - distance joints; Making bodies rotate around a point - revolute joints; When Angry Birds meets Crush the Castle
Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide - filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling - setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index
Record Nr. UNINA-9910462969903321
Feronato Emanuele  
Birmingham, UK, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Autore Karamian Vahe
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt, , 2018
Descrizione fisica 1 online resource (366 pages)
Disciplina 794.81525
Soggetto topico Computer games - Programming
Computer games - Design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910795335903321
Karamian Vahe  
Birmingham : , : Packt, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui