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Swift Game Programming for Absolute Beginners [[electronic resource] /] / by Arjan Egges
Swift Game Programming for Absolute Beginners [[electronic resource] /] / by Arjan Egges
Autore Egges Arjan
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (353 p.)
Disciplina 004
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Game Development
Programming Languages, Compilers, Interpreters
ISBN 1-4842-0650-9
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; Part I: Getting Started; Chapter 1: The Swift Language; Computers and Programs; Processors and Memory ; Programs ; Programming Languages ; Programming Games; Developing Games; Small Scale: Edit-Compile-Run; Large Scale: Design-Specify-Implement; Building Your First Swift Program; Building Your First Swift Game; A Few Observations; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift
The Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; Program Layout; Comments ; Instructions vs. Lines ; Whitespace and Indentation ; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types ; Declaration and Assignment of Variables; Instructions and Expressions ; Operators and More Complex Expressions; Arithmetic Operators ; Priority of Operators ; Other Numeric Types ; The DiscoWorld Game ; Scope of Variables ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites
Loading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; Part II: Painter; Chapter 5: Reacting to Player Input; Dealing With Touch Input; Using the Touch Location to Change the Game World; Conditional Execution Based on Touch; Testing for Alternatives; Comparison Operators; Logic Operators; The Boolean Type; Changing the Color of the Cannon; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods
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. Variable Timestep; Updating the Ball Color; What You Have Learned; Chapter 7: Game Object Types; Creating Multiple Objects of the Same Type; Classes as Types; Input Handling in a Separate Class; Initializing Objects; The Self Keyword; Accessing Other Objects Using Static Variables; The Double Role of Classes
Writing a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; Chapter 8: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Adding a Computed Property to a Class; Handling Collisions Between the Ball and the Cans; Values and References; Structs; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times
A Shorter Notation for Incrementing Counters
Record Nr. UNINA-9910300658603321
Egges Arjan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Tailored Gamification to Educational Technologies [[electronic resource] /] / by Wilk Oliveira, Ig Ibert Bittencourt
Tailored Gamification to Educational Technologies [[electronic resource] /] / by Wilk Oliveira, Ig Ibert Bittencourt
Autore Oliveira Wilk
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (xvii, 97 pages)
Disciplina 371.33
Soggetto topico Educational technology
Education—Data processing
Computer games—Programming
Technology and Digital Education
Computers and Education
Game Development
ISBN 981-329-812-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- Theoretical Foundations -- Research Advances on Tailored Gamification -- Tailoring Gamified Educational Technologies -- Selecting the Most Suitable Gamification Elements for each Situation -- MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types -- 7 Conclusions.
Record Nr. UNINA-9910349326703321
Oliveira Wilk  
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Understanding Game Application Development [[electronic resource] ] : With Xamarin.Forms and ASP.NET / / by Vincent Maverick S. Durano
Understanding Game Application Development [[electronic resource] ] : With Xamarin.Forms and ASP.NET / / by Vincent Maverick S. Durano
Autore S. Durano Vincent Maverick
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (280 pages)
Disciplina 005.1
Soggetto topico Video games - Programming
Microsoft software
Microsoft .NET Framework
Game Development
Microsoft
ISBN 1-4842-4264-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: Getting Started -- Chapter 3: Configure Data Access and API Endpoints -- Chapter 4: Building the Mobile Application with Xamarin.Forms -- Chapter 5: Building a Simple Real-time Leaderboard Web App with ASP.NET SignalR and MVC -- Chapter 6: Deployment and Installation -- Chapter 7: Pushing Your Code to GitHub.
Record Nr. UNINA-9910338011203321
S. Durano Vincent Maverick  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity for Absolute Beginners [[electronic resource] /] / by Sue Blackman, Jenny Wang
Unity for Absolute Beginners [[electronic resource] /] / by Sue Blackman, Jenny Wang
Autore Blackman Sue
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (598 p.)
Disciplina 005.3
Collana Technology in Action
Soggetto topico Computer games—Programming
Multimedia systems 
Multimedia information systems
Game Development
Media Design
Multimedia Information Systems
ISBN 1-4302-6778-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: The Unity Editor; Installing Unity; Unity User Account; Installing; General Layout; Menus; Getting Started; Navigating the Scene View; Understanding the Scene Gizmo; Exploring the Views; Hierarchy View; Scene View; Game View; Project View; The Inspector; Layout; Project Structure; File Structure; Project Management; Load/Save; Summary; Chapter 2: Unity Basics; Unity GameObjects; Creating Primitives; Transforms; Duplicating GameObjects; Arranging GameObjects; Parenting; Components; Mesh Renderer; Colliders; Mesh Filter; Creating Environments
Designing SmartCreating Terrain; Defining the Bounds; Adding Textures; Populating the Terrain; Trees; Plants; Terrain Plants and Wind; Terrain Bloopers; Environment; Shadows; Summary; Chapter 3: Scene Navigation and Physics; Scene Navigation; First Person Controller; Virtual Keys: The InputManager; Components; The Character Controller Component; The Character Motor Component; Colliders; Physics; Rigidbody; Physic Materials; The Is Kinematic Parameter; Forces; Joints; Wind; Cloth; Interacting with the First Person Controller; First Build; Summary; Chapter 4: Importing Static Assets
Supported Formats3D Assets; Textures; Audio; The Importer; Importing Assets into Your Project; Importing Textures; Importing Meshes; Scale Factor; Asset Optimization; Batching Textures and Objects; Vertex Count; Adding Colliders to Imported Meshes; Improving Generated Materials; Shaders; The Plants; Creating Prefabs; Unity's Asset Store; The Asset Acquisition Process; Summary; Chapter 5: Introduction to Scripting with C#; Scripting for Unity; The Script Editor; Writing Scripts; Introducing Variables; Defining Variable Types; Exposing Variables to the Inspector; The Console and Error Messages
Introducing Unity-Specific VariablesAccessing Unity's Scripting Reference; Creating Comments; Exploring Functions; Introducing the Start Function; Adding Contents to Functions; Using "Print to Console "; The Conditional; Using the Update Function; Making Use of Event-Based Functions; Using Collisions to Call Functions; Using Tags; Creating User-Defined Functions; Summary; Chapter 6: Mecanim and Animation; The Story; Importing Animated Assets; Legacy Animation; Adding Audio; Mecanim; Generic Rigs; The Mecanim State Engine; Humanoids; BlendShapes; Native Animation; Summary
Chapter 7: Populating the Game EnvironmentDesign Strategies; Creating the Environment; Utilizing the Prefabs; Revisiting the Gnomatic Garden Defender; Occlusion Culling; Occluder Logic; Arrays and Looping; Game Functionality; Camera Refinements; Adding the Zombie Bunnies; Investigating Instantiation; Randomization; Coroutines as Timers; Spring Planting; Nested Loops; Parenting; Summary; Chapter 8: Weaponry and Special Effects; Weaponry; Simple Projectiles; Particle Systems; Legacy Particle System; Dead Replacements; Shuriken Particle System; Smoke; Exploding Goo; Trailing Particles
Advanced Weaponry
Record Nr. UNINA-9910300473403321
Blackman Sue  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Video Games and Well-being [[electronic resource] ] : Press Start / / edited by Rachel Kowert
Video Games and Well-being [[electronic resource] ] : Press Start / / edited by Rachel Kowert
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020
Descrizione fisica 1 online resource (xvii, 166 pages) : illustrations
Disciplina 616.89
Collana Palgrave Studies in Cyberpsychology
Soggetto topico Clinical psychology
Psychology
Digital media
Computer games—Programming
Psychiatry
Educational technology
Clinical Psychology
Behavioral Sciences and Psychology
Digital and New Media
Game Development
Digital Education and Educational Technology
ISBN 3-030-32770-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Preface; Eve Crevoshay -- Chapter 1: Digital games and well-being: An overview; Felix Reer, Thorsten Quandt -- Chapter 2: Press Reset; Chelsea Hughes -- Chapter 3: Explore the Map; Shane Tilton -- Chapter 4: Oh me, Oh My! Identity development through video games; Sarah Sawyer -- Chapter 5: Forever questing and “gitting gud”; Jamie Madigan -- Chapter 6: +1 Strength, +1 Faith: Positive psychology and gaming; Ryan Kelly -- Chapter 7: Gaming the mind and minding the game: Mindfulness and flow in video games; Mark Cruea -- Chapter 8: Follow the Trail of Enemies; Emory Stephen Daniel -- Chapter 9: You are the one foretold; Finding yourself through the journey; Megan Connell, Kelli Dunlap -- Chapter 10: Extra lives; Raffael Boccamazzo -- Chapter 11: Concluding comments; Rachel Kowert.
Record Nr. UNINA-9910367259403321
Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Virtual Reality with VRTK4 [[electronic resource] ] : Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit / / by Rakesh Baruah
Virtual Reality with VRTK4 [[electronic resource] ] : Create Immersive VR Experiences Leveraging Unity3D and Virtual Reality Toolkit / / by Rakesh Baruah
Autore Baruah Rakesh
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (XXXVIII, 353 p. 210 illus.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-5488-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction._Chapter 1: Setting -- Chapter 2: The Virtual Cameras -- Chapter 3: Gameobjects, Components, and an introduction to C# Scripting -- Chapter 4:Doin’ Thangs: Input, Events, and Action -- Chapter 5: Keyboard Input As Action- Chapter 6: Controller Button Inputs As Actions -- Chapter 7: Trigger Input Through 1-Dimensional Axis Actions -- Chapter 8: Interactors and Interactables- Chapter 9: Movement in VR.
Record Nr. UNINA-9910369901803321
Baruah Rakesh  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Visual Computing for Cultural Heritage [[electronic resource] /] / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
Visual Computing for Cultural Heritage [[electronic resource] /] / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (IX, 444 p. 137 illus., 121 illus. in color.)
Disciplina 363.69
Collana Springer Series on Cultural Computing
Soggetto topico Computer graphics
User interfaces (Computer systems)
Cultural heritage
Computer games—Programming
Computer Graphics
User Interfaces and Human Computer Interaction
Cultural Heritage
Game Development
ISBN 3-030-37191-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Computer Graphics -- Computer Graphics for Archaeology -- Studying Illumination and Cultural Heritage -- High Dynamic Range in Cultural Heritage Applications -- Procedural Modeling for Cultural Heritage -- Part II: Computer Vision and Photogrammetry -- Providing Access to Old Greek Documents Using Keyword Spotting Techniques -- Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis -- Classification and Detection of Symbols in Ancient Papyri -- Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations -- Part III: Extended Reality -- Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments -- Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences -- Tackling Problems of Marker-based Augmented Reality Under Water -- A True AR Authoring Tool for Interactive Virtual Museums -- Part IV: Serious Games -- Transforming Heritage Crafts to Engaging Digital Experiences -- Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences -- Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences -- Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification -- Part V: Storytelling -- Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum -- Digital Storytelling -- Storytelling in Virtual Museums: Engaging a Multitude of Voices -- Part VI: Preservation and Reconstruction -- Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications -- Relict – Interpolated – Extrapolated – Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction -- Preserving and Presenting Cultural Heritage using Off-the-Shelf Software.
Record Nr. UNINA-9910410047903321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Visual Computing for Cultural Heritage [[electronic resource] /] / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
Visual Computing for Cultural Heritage [[electronic resource] /] / edited by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (IX, 444 p. 137 illus., 121 illus. in color.)
Disciplina 363.69
Collana Springer Series on Cultural Computing
Soggetto topico Computer graphics
User interfaces (Computer systems)
Cultural heritage
Computer games—Programming
Computer Graphics
User Interfaces and Human Computer Interaction
Cultural Heritage
Game Development
ISBN 3-030-37191-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Computer Graphics -- Computer Graphics for Archaeology -- Studying Illumination and Cultural Heritage -- High Dynamic Range in Cultural Heritage Applications -- Procedural Modeling for Cultural Heritage -- Part II: Computer Vision and Photogrammetry -- Providing Access to Old Greek Documents Using Keyword Spotting Techniques -- Machine Learning for Intangible Cultural Heritage: A Review of Techniques on Dance Analysis -- Classification and Detection of Symbols in Ancient Papyri -- Image-based Underwater 3D Reconstruction for Cultural Heritage: from Image Collection to 3D Critical Steps and Considerations -- Part III: Extended Reality -- Virtual Reality Reconstruction Applications Standards for Maps, Artefacts, Archaeological Sites and Monuments -- Using Augmented Reality, Gaming Technologies, and Transmedial Storytelling to Develop and Co-Design Local Cultural Heritage Experiences -- Tackling Problems of Marker-based Augmented Reality Under Water -- A True AR Authoring Tool for Interactive Virtual Museums -- Part IV: Serious Games -- Transforming Heritage Crafts to Engaging Digital Experiences -- Everyone is Not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences -- Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences -- Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification -- Part V: Storytelling -- Exploring the Potential of Visually-rich Animated Digital Storytelling for Cultural Heritage. The Mobile Experience of the Athens University History Museum -- Digital Storytelling -- Storytelling in Virtual Museums: Engaging a Multitude of Voices -- Part VI: Preservation and Reconstruction -- Analyzing Spatial Distribution of Photographs in Cultural Heritage Applications -- Relict – Interpolated – Extrapolated – Speculative: An Approach to Degrees of Accuracy in Virtual Heritage Reconstruction -- Preserving and Presenting Cultural Heritage using Off-the-Shelf Software.
Record Nr. UNISA-996465454003316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
VR Integrated Heritage Recreation [[electronic resource] ] : Using Blender and Unreal Engine 4 / / by Abhishek Kumar
VR Integrated Heritage Recreation [[electronic resource] ] : Using Blender and Unreal Engine 4 / / by Abhishek Kumar
Autore Kumar Abhishek
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (XVI, 332 p. 354 illus.)
Disciplina 794.81526
Soggetto topico Video games - Programming
Computer graphics
Game Development
Computer Graphics
ISBN 1-4842-6077-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction to this Book -- Chapter 2: Introduction to Software -- Chapter 3: Acquiring Resources for Our Project -- Chapter 4: 3D Design Visualization -- Chapter 5: Modeling our Scene -- Chapter 6: Unwrapping the Models -- Chapter 7: Texturing Assets Using Substance Painter -- Chapter 8: Creating Foliage -- Chapter 9: Working on Unreal Engine 4 -- Chapter 10: Importing into Unreal Engine 4 -- Chapter 11: Material Setup in Unreal Engine 4 -- Chapter 12: Integration with VR.
Record Nr. UNINA-9910411924303321
Kumar Abhishek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
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