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CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
Autore Lundgren Filip
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (276 pages) : illustrations
Altri autori (Persone) Pearce-AuthersRuan
Collana Community experience distilled
Soggetto topico Computer games - Programming
Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-84969-591-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453692803321
Lundgren Filip  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Deep reinforcement learning in Unity : with Unity ML toolkit / / Abhilash Majumder
Deep reinforcement learning in Unity : with Unity ML toolkit / / Abhilash Majumder
Autore Majumder Abhilash
Edizione [1st ed. 2021.]
Pubbl/distr/stampa [Place of publication not identified] : , : Apress, , [2021]
Descrizione fisica 1 online resource (XVIII, 564 p. 207 illus.)
Disciplina 794.81526
Soggetto topico Computer games - Programming
ISBN 1-4842-6503-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction to Reinforcement Learning -- Chapter 2: Path Finding and Navigation -- Chapter 3: Setting Up ML Agents Toolkit -- Chapter 4: Understanding Brain Agents and Academy -- Chapter 5: Deep Reinforcement Learning -- Chapter 6: Competitive Networks for AI Agents -- Chapter 7: Case Studies in ML Agents.
Record Nr. UNINA-9910484119303321
Majumder Abhilash  
[Place of publication not identified] : , : Apress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Ethics of computer gaming : a groundwork / / Samuel Ulbricht
Ethics of computer gaming : a groundwork / / Samuel Ulbricht
Autore Ulbricht Samuel
Pubbl/distr/stampa Berlin : , : Palgrave Macmillan, , [2022]
Descrizione fisica 1 online resource (120 pages)
Disciplina 794.8
Soggetto topico Computer games - Moral and ethical aspects
Computer games - Programming
ISBN 9783662643976
9783662643969
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910523798003321
Ulbricht Samuel  
Berlin : , : Palgrave Macmillan, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Exploring Game Mechanics [[electronic resource] ] : Principles and Techniques to Make Fun, Engaging Games / / by Maithili Dhule
Exploring Game Mechanics [[electronic resource] ] : Principles and Techniques to Make Fun, Engaging Games / / by Maithili Dhule
Autore Dhule Maithili
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2022
Descrizione fisica 1 online resource (205 pages)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Game Development
ISBN 1-4842-8873-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Why do we play games? -- Chapter 2: Creating Fun Gameplay -- Chapter 3: Freedom to Explore New Worlds -- Chapter 4: Defeat, Collect, Repeat -- Chapter 5: Choose Your Mechanics.
Record Nr. UNINA-9910637738603321
Dhule Maithili  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Descrizione fisica 1 online resource (541 pages) : illustrations
Disciplina 794.8/1526
Soggetto topico Computer games - Programming
Computer games - Design
Artificial intelligence
Soggetto genere / forma Electronic books.
ISBN 1-351-64774-1
1-315-15170-7
1-4987-4259-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section I General Wisdom -- chapter 1 The Illusion of Intelligence / Steve Rabin -- chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow -- chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson -- chapter 4 What You See Is Not What You Get / Baylor Wetzel -- chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill -- chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young -- chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales -- section II Architecture -- chapter 8 Modular AI / Kevin Dill -- chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis -- chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar -- chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake -- chapter 12 A Reusable, Light-Weight Finite-State Machine / David “Rez” Graham -- chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis -- chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A. -- section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel -- chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson -- chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / Chris Jenner -- chapter 18 A Unified Theory of Locomotion / Graham Pentheny -- chapter 19 RVO and ORCA -- How They Really Work / Ben Sunshine-Hill -- chapter 20 Optimization for Smooth Paths / Mark Langerak -- chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer -- chapter 22 Faster A* with Goal Bounding / Steve Rabin -- chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant -- section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / Mieszko Zielin ́ski -- chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu -- chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson -- chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / Baylor Wetzel -- chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs -- chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales -- chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill -- section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon -- chapter 32 Paragon Bots -- A Bag of Tricks / Mieszko Zielin ski -- chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales -- chapter 34 1000 NPCs at 60 FPS / Robert Zubek -- chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch -- chapter 36 Stochastic Grammars -- Not Just for Words! / Mike Lewis -- chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan -- section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman -- chapter 39 Recommendation Systems in Games / Ben G. Weber -- chapter 40 Vintage Random Number Generators / Éric Jacopin -- chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff -- chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill.
Record Nr. UNINA-9910466685703321
Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Descrizione fisica 1 online resource (541 pages) : illustrations
Disciplina 794.8/1526
Soggetto topico Artificial intelligence
Computer games - Design
Computer games - Programming
ISBN 1-351-64774-1
1-315-15170-7
1-4987-4259-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section I General Wisdom -- chapter 1 The Illusion of Intelligence / Steve Rabin -- chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow -- chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson -- chapter 4 What You See Is Not What You Get / Baylor Wetzel -- chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill -- chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young -- chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales -- section II Architecture -- chapter 8 Modular AI / Kevin Dill -- chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis -- chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar -- chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake -- chapter 12 A Reusable, Light-Weight Finite-State Machine / David “Rez” Graham -- chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis -- chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A. -- section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel -- chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson -- chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / Chris Jenner -- chapter 18 A Unified Theory of Locomotion / Graham Pentheny -- chapter 19 RVO and ORCA -- How They Really Work / Ben Sunshine-Hill -- chapter 20 Optimization for Smooth Paths / Mark Langerak -- chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer -- chapter 22 Faster A* with Goal Bounding / Steve Rabin -- chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant -- section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / Mieszko Zielin ́ski -- chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu -- chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson -- chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / Baylor Wetzel -- chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs -- chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales -- chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill -- section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon -- chapter 32 Paragon Bots -- A Bag of Tricks / Mieszko Zielin ski -- chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales -- chapter 34 1000 NPCs at 60 FPS / Robert Zubek -- chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch -- chapter 36 Stochastic Grammars -- Not Just for Words! / Mike Lewis -- chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan -- section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman -- chapter 39 Recommendation Systems in Games / Ben G. Weber -- chapter 40 Vintage Random Number Generators / Éric Jacopin -- chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff -- chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill.
Record Nr. UNINA-9910796920703321
Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Game AI pro 3 : collected wisdom of game AI professionals / / edited by Steve Rabin
Edizione [First edition.]
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Descrizione fisica 1 online resource (541 pages) : illustrations
Disciplina 794.8/1526
Soggetto topico Artificial intelligence
Computer games - Design
Computer games - Programming
ISBN 1-351-64774-1
1-315-15170-7
1-4987-4259-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section I General Wisdom -- chapter 1 The Illusion of Intelligence / Steve Rabin -- chapter 2 Creating the Past, Present, and Future with Random Walks / John Manslow -- chapter 3 Logging Visualization in FINAL FANTASY XV / Matthew W. Johnson -- chapter 4 What You See Is Not What You Get / Baylor Wetzel -- chapter 5 Six Factory System Tricks for Extensibility and Library Reuse / Kevin Dill -- chapter 6 Debugging AI with Instant In-Game Scrubbing / David Young -- chapter 7 But, It Worked on My Machine! How to Build Robust AI for Your Game / Sergio Ocio Barriales -- section II Architecture -- chapter 8 Modular AI / Kevin Dill -- chapter 9 Overcoming Pitfalls in Behavior Tree Design / Anthony Francis -- chapter 10 From Behavior to Animation -- A Reactive AI Architecture for Networked First-Person Shooter Games / Sumeet Jakatdar -- chapter 11 A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines / Youichiro Miyake -- chapter 12 A Reusable, Light-Weight Finite-State Machine / David “Rez” Graham -- chapter 13 Choosing Effective Utility-Based Considerations / Mike Lewis -- chapter 14 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI / Barriga Nicolas A. -- section III Movement and Pathfinding -- chapter 15 Steering against Complex Vehicles in Assassins Creed Syndicate / Eric Martel -- chapter 16 Predictive Animation Control Using Simulations and Fitted Models / Ingimar Hólm Guðmundsson -- chapter 17 Fast Cars, Big City -- The AI of Driver San Francisco / Chris Jenner -- chapter 18 A Unified Theory of Locomotion / Graham Pentheny -- chapter 19 RVO and ORCA -- How They Really Work / Ben Sunshine-Hill -- chapter 20 Optimization for Smooth Paths / Mark Langerak -- chapter 21 3D Flight Navigation Using Sparse Voxel Octrees / Daniel Brewer -- chapter 22 Faster A* with Goal Bounding / Steve Rabin -- chapter 23 Faster Dijkstra Search on Uniform Cost Grids / Nathan R. Sturtevant -- section IV Tactics and Strategy -- chapter 24 Being Where It Counts -- Telling Paragon Bots Where to Go / Mieszko Zielin ́ski -- chapter 25 Combat Outcome Prediction for Real-Time Strategy Games / Marius Stanescu -- chapter 26 Guide to Effective Auto-Generated Spatial Queries / Eric Johnson -- chapter 27 The Role of Time in Spatio-Temporal Reasoning -- Three Examples from Tower Defense / Baylor Wetzel -- chapter 28 Pitfalls and Solutions When Using Monte Carlo Tree Search for Strategy and Tactical Games / Gijs-Jan Roelofs -- chapter 29 Petri Nets and AI Arbitration / Sergio Ocio Barriales -- chapter 30 Hierarchical Portfolio Search in Prismata / David Churchill -- section V Character Behavior -- chapter 31 Behavior Decision System -- Dragon Age Inquisitions Utility Scoring Architecture / Sebastian Hanlon -- chapter 32 Paragon Bots -- A Bag of Tricks / Mieszko Zielin ski -- chapter 33 Using Your Combat AI Accuracy to Balance Difficulty / Sergio Ocio Barriales -- chapter 34 1000 NPCs at 60 FPS / Robert Zubek -- chapter 35 Ambient Interactions -- Improving Believability by Leveraging Rule-Based AI / Hendrik Skubch -- chapter 36 Stochastic Grammars -- Not Just for Words! / Mike Lewis -- chapter 37 Simulating Character Knowledge Phenomena in Talk of the Town / James Ryan -- section VI Odds and Ends -- chapter 38 Procedural Level and Story Generation Using Tag-Based Content Selection / Jurie Horneman -- chapter 39 Recommendation Systems in Games / Ben G. Weber -- chapter 40 Vintage Random Number Generators / Éric Jacopin -- chapter 41 Leveraging Plausibility Orderings to Achieve Extremely Efficient Data Compression / Rollason Jeff -- chapter 42 Building Custom Static Checkers Using Declarative Programming / Ian Horswill.
Record Nr. UNINA-9910820142103321
Boca Raton, FL : , : CRC Press, an imprint of A K Peters/CRC Press, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game and graphics programming for iOS and Android with OpenGL ES 2.0 [[electronic resource] /] / Romain Marucchi-Foino
Game and graphics programming for iOS and Android with OpenGL ES 2.0 [[electronic resource] /] / Romain Marucchi-Foino
Autore Marucchi-Foino Romain
Edizione [1st edition]
Pubbl/distr/stampa Chichester, U.K., : J. Wiley & Sons., Inc., 2012
Descrizione fisica 1 online resource (316 p.)
Disciplina 005.262
Collana Wrox programmer to programmer
Soggetto topico Application software - Development
Mobile computing
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-283-43253-6
9786613432537
1-119-97626-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0; Contents; Introduction; Chapter 1: Getting Started; Software Requirements; For iOS Developers; For Android Developers; Downloading the Book's SDK; Importing Projects; For iOS Developers; For Android Developers; The Template; Summary; Chapter 2: Setting Up Your Graphic Projections; The Three Basic Types of Projections; Orthographic 2D Projection; Program and Project Initialization; Vertex and Fragment Shader; Linking a Shader Program; The Drawing Code; Orthographic Projection; Getting Orthographic; Perspective Projection
Summary Chapter 3: Dealing With Complex Geometry; The Wavefront File Format; Cube.obj; Cube.mtl; Preparing the OBJ Viewer Code; Loading an OBJ; Building the Shaders; The Vertex Shader; The Fragment Shader; Vertex Buffer Object; Storing the Vertex Data; Building the Vertex Data Array VBO; Building the Element Array VBO; Building the VAO; Rendering Momo; Handling Touche; Per-Vertex Lighting; Vertex Shader Light Calculation; Modifying the Fragment Shader; More Uniforms; Making Momo Furrier; Loading the Texture; Adjusting the Vertex Data; Adding UV Support to the Vertex Shader
Adding Texture Support to Your Fragment Shader Binding the Texture; Summary; Chapter 4: Building a Scene; Handling Multiple Objects; The Code Structure; Loading and Drawing the Scene; The Shaders Code; The Different Object Types; The Drawing Sequence; Fixing the Scene; Uber Shader; Using Your Uber Shader; Render Loop Objects Categorization; Double-Sided; Per-Pixel Lighting; Making the Vertex Shader Even Fatter; Getting the Fragment Shader More Uber; Wrapping up the Implementation; Summary; Chapter 5: Optimization; The Base App; Triangles to Triangle Strips; Building Triangle Strips
Texture Optimization Adding 16-Bit Texture Conversion; PVR Texture Compression; Faking Details; Bump Mapping Implementation; Precision Qualifiers Optimization; The Normal Map Lighting Calculation; Adding Specularity; Geometry and Shaders LOD; Texture Atlas; Managing States in Software; Automatic Shader Optimization; Summary; Chapter 6: Real-Time Physics; Types of Physical Objects; Physics Shapes; Using Bullet; Hello Physics; Collision Callbacks, Triggers, and Contacts; Contact-Added Callback; Near Callback; Contact Points; 2D Physics; More Shapes!; Building the Physical Objects
Camera Tracking User Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!; The Camera Frustum; How to Build the Frustum; Frustum Clipping Implementation; More Clipping Functions; Camera Fly Mode; First-Person Camera with Collision Detection; 3D Camera Tracking; Third-Person Camera with Collision; Summary; Chapter 8: Pathfinding; Recast and Detour; Navigation; Creating the Navigation Mesh; 3D Physics Picking; Player's Auto Drive; Visualizing the Way Points; Catch Me If You Can!; Know Your Enemy; Game State Logic; Summary
Chapter 9: Audio and Other Cool Game Programming Stuff
Record Nr. UNINA-9910457173703321
Marucchi-Foino Romain  
Chichester, U.K., : J. Wiley & Sons., Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Game audio programming : principles and practices / / edited by Guy Somberg
Game audio programming : principles and practices / / edited by Guy Somberg
Pubbl/distr/stampa Boca Raton : , : Taylor & Francis, CRC Press, , [2017]
Descrizione fisica 1 online resource (335 pages) : illustrations
Disciplina 794.8/1525
Soggetto topico Computer games - Programming
Computer sound processing
Computer game music
Sound - Recording and reproducing - Digital techniques
ISBN 9781315368696
1315368692
9781315351650
131535165X
9781498746748
1498746748
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Section I. Fundamentals -- Section II. Middleware -- Section III. Sound designer perspectives -- Section IV. Advanced topics.
Record Nr. UNINA-9910136143603321
Boca Raton : , : Taylor & Francis, CRC Press, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game backend development : with Microsoft Azure and Playfab / / Balint Bors
Game backend development : with Microsoft Azure and Playfab / / Balint Bors
Autore Bors Balint
Pubbl/distr/stampa New York, New York : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (394 pages)
Disciplina 006.3
Soggetto topico Computer games - Programming
Microsoft Azure (Computing platform)
ISBN 1-4842-8910-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Introduction -- Chapter 1: Getting Started -- Game Frontend and Backend -- Game Frontend -- Game Backend -- Cloud Computing -- Game Backend-as-a-Service (GBaaS) -- Choosing GBaaS vs. a Cloud -- Setting Up the Development Tools -- Unity Editor -- Visual Studio Code -- Terraforming Your Infrastructure -- Creating a Single Player Game -- First Steps to Building Your Game -- Control and Animation of the Character -- Creating a Menu for Your Game -- Creating a Local Multiplayer Game -- What Is a Local Multiplayer Game? -- Getting Started with Mirror Networking -- The Core Components: NetworkManager and NetworkIdentity -- Synchronize Moving and Animation -- Network Manager Heads-up Display -- Setting Up Unity for Multiplayer Games -- Starting Your First Multiplayer Game -- Controlling Only Your Character -- Getting Started with PlayFab -- Import PlayFab SDK in Unity -- Configure PlayFab in Unity -- Signing Up for Azure -- Creating Your First Online Multiplayer Server -- Building Your Infrastructure -- Creating the Game Server Instance -- Testing and Next Steps -- Summary -- Review Questions -- Chapter 2: Player Authentication -- Authentication Levels -- PlayFab -- Login with CustomID -- Implementing the Control Panel -- Testing and Verification -- Login with Username and Password -- Azure -- Authentication Flow -- Creating the Backend -- Building Your Infrastructure -- Configure Azure AD B2C -- Configure Google API -- Add Google IDP to Azure AD B2C -- Configure User Flow -- Test the Backend -- Developing the Client -- Create a Client Secret in Azure -- Get Authorization and Token Endpoints -- Configure Redirect URI -- Install NuGet for Unity -- Implement the Authorization Request -- Implement the Token Request -- Extract the DisplayName -- Testing If All This Works.
Summary -- Review Questions -- Chapter 3: Dedicated Game Servers -- Server Hosting Alternatives -- PlayFab -- Configuring PlayFab -- Configuring Unity -- Implementing the Server -- Shutting Down the Server -- Building the Server -- Testing Your Server -- Thundernetes -- Creating a Build in PlayFab -- Troubleshooting Problems -- Creating the Client in Unity -- Extending the ControlPanel -- Testing -- Azure -- The Problems -- Kubernetes and Agones -- Building Agones -- Three Steps to Build the Infrastructure -- Provisioning Azure Resources -- Create a Resource Group -- Build Azure Kubernetes Service -- Verifying the Cluster -- Add a Network Security Rule -- Build Azure Container Registry -- Accessing ACR from AKS -- Install Agones Using Helm -- Creating and Deploying the Server -- Implementing the Server -- Create Your Game Server Image -- Push the Image to ACR -- Agones Configuration -- Create a Fleet -- Fleet Autoscaler -- Game Server Allocation -- Extending the Control Panel -- Summary -- Review Questions -- Chapter 4: Matchmaking -- Bringing Players Together -- PlayFab -- Configuring PlayFab -- Matchmaking Process -- Developing the Client -- Extending the Control Panel -- Testing -- Azure -- Building Blocks -- Requirements -- Azure Solution Overview -- Building Your Infrastructure -- Function App -- Azure Database for PostgreSQL -- Configure Your Infrastructure -- Developing Matchmaking Logic -- Your First Azure Function -- Connecting to the Database -- Writing into the Database -- Deleting Tickets -- Finding a Match -- Getting a Ready Server -- Getting Your Server Address -- Deallocating Servers -- Developing a REST Client in Unity -- Extending the Control Panel -- Publishing Matchmaker Functions to Azure -- Publishing Azure Functions -- Deploying Azure API Management -- Testing Clients with API Management -- Putting It All Together.
Integrate Matchmaking with Game Servers -- Integrate Matchmaking with Authentication -- Creating Shared Resources -- Summary -- Review Questions -- Chapter 5: Leaderboards -- Components -- PlayFab -- Prerequisites -- Configure PlayFab -- Implement the Client -- Create a Fancy Leaderboard -- Updating the Leaderboard -- Getting the Leaderboard -- Extending the Control Panel -- Azure -- Prerequisites -- Initialize Terraform with New Resources -- Leaderboard Azure Functions -- Creating a Leaderboard API -- Configure and Extend the Database -- Implement Azure Functions -- Publishing Azure Functions -- Implement the Client in Unity -- Extending the Control Panel -- Summary -- Review Questions -- Chapter 6: Economy -- Components -- PlayFab -- Economy GUI -- Catalog and Items -- Virtual Currency -- Player Inventory -- Purchasing an Item -- Bundles, Containers, Drop Tables, Stores -- In-App Purchasing -- Azure -- Building the Economy Backend -- Creating the Economy Functions -- Publishing the Functions to Azure -- Implement Economy API -- Developing the Client -- Getting Items -- Getting the Player's Inventory -- Purchasing Items -- Buying from the Store -- Economy GUI -- Summary -- Review Questions -- Chapter 7: Game Analytics -- Building Blocks -- PlayFab -- Automatic Events -- Creating Custom Events -- Analyzing the Events -- Azure -- Azure Solution Overview -- Build Your Own Game Analytics Backend -- Configure API Management -- Azure Blob Storage -- Event Hubs -- Implement Azure Function -- Testing Your Backend -- Sending Events from the Clients -- Getting Insights Into Your Data -- Summary -- Review Questions -- Chapter 8: Party, Chat, AI -- Introduction -- PlayFab -- Enable PlayFab Party -- Create a Simple Chat UI -- Creating a New Chatroom -- Joining a Chatroom -- Sending Messages -- Translate Messages -- Azure -- Building Your Chat Infrastructure.
Handle Messages with Azure Function App -- Creating Azure Web PubSub Service -- Testing the Core Infrastructure -- API Management Service -- Implementing the Unity Chat Client -- Getting the Connection URL -- Connecting to the WebSocket -- Sending Chat Messages -- Testing the Chat Client -- Azure Translator -- Building the Cognitive Backend -- Implementing the Client -- Summary -- Review Questions -- Chapter 9: CloudScript and Azure Functions -- Serverless Computing -- PlayFab -- Implementing CloudScript -- Implementing the Client -- Azure -- Building Infrastructure for Serverless -- Developing Azure Function -- PlayFab Integration -- The Core Function -- Publish the Code -- Configure PlayFab to Integrate with Azure Functions -- Implement the Client -- Summary -- Review Questions -- Index.
Record Nr. UNINA-9910637737003321
Bors Balint  
New York, New York : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui