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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. di Salerno | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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