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Beginning PBR Texturing [[electronic resource] ] : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar
Beginning PBR Texturing [[electronic resource] ] : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar
Autore Kumar Abhishek
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (270 pages) : illustrations
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer graphics
Game Development
Computer Graphics
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- Chapter 4: Texturing Games vs Texturing Movies -- Chapter 5: PBR Texturing vs Traditional Texturing -- Chapter 6: Substance Suite and Substance Painter -- Chapter 7: Hardware Specifications for Your Computer -- Chapter 8: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- Chapter 11: Baking and the Importance of Mesh Maps -- Chapter 12: Working with Materials, Layers, and Masks -- Chapter 13: Working with Procedural Maps -- Chapter 14: Substance Anchors -- Chapter 15: Rendering with Iray -- Chapter 16: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter.
Record Nr. UNINA-9910409996503321
Kumar Abhishek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Platino Game Engine [[electronic resource] /] / by Abhishek Nandy, Debashree Chanda
Beginning Platino Game Engine [[electronic resource] /] / by Abhishek Nandy, Debashree Chanda
Autore Nandy Abhishek
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XVII, 141 p. 158 illus., 154 illus. in color.)
Disciplina 794.8
Soggetto topico Computer games—Programming
Computer programming
Mobile computing
Game Development
Programming Techniques
Mobile Computing
ISBN 1-4842-2484-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction to Game Engine -- 2. Introduction to Platino Game Engine -- 3. Installing Platino Game Engine and setting it up -- 4. Getting into development with Platino Game Engine -- 5. Processing in terms of UWP, Android and IoT.
Record Nr. UNINA-9910153099003321
Nandy Abhishek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Python Games Development, Second Edition [[electronic resource] ] : With PyGame / / by Will McGugan, Harrison Kinsley
Beginning Python Games Development, Second Edition [[electronic resource] ] : With PyGame / / by Will McGugan, Harrison Kinsley
Autore McGugan Will
Edizione [2nd ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource
Disciplina 005.133
Collana The expert's voice in Python
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4842-0970-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing Python -- Exploring Python -- Introducing PyGame -- Creating visuals -- Making things move -- Accepting user input -- Take me to your leader -- Moving into the third dimension -- Exploring the third dimension -- Making things go boom -- Lights, camera, action! -- Setting the scene with OpenGL -- Game object reference -- Packaging your game.
Record Nr. UNINA-9910300646803321
McGugan Will  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning RPG Maker MV [[electronic resource] /] / by Darrin Perez
Beginning RPG Maker MV [[electronic resource] /] / by Darrin Perez
Autore Perez Darrin
Edizione [2nd ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XXV, 372 p. 168 illus. in color.)
Disciplina 006.7
Collana The Expert's Voice in Game Development
Soggetto topico Computer games—Programming
Multimedia information systems
Game Development
Multimedia Information Systems
ISBN 1-4842-1967-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1. Creating a Solid Foundation -- 1. Starting Out With RPG Maker MV -- 2. Switches and Variables -- 3. Of Friends and Foes -- 4. Fleshing Out Your World -- 5. Your First Dungeon -- Part 2. Increasing the Complexity -- 6. Your Second Dungeon -- 7. Arenas and Other Minigames -- 8. Sidequests -- 9. All About Common Events -- 10. Treasure Hunting and Other Hidden Things -- Part 3. The Finishing Touches -- 11. Puzzles -- 12. Final Preparations -- 13. The Final Dungeon -- 14. Basic Scripting Exercises in RPG Maker MV -- 15. More Tips and Tricks for RPG Maker MV -- Appendix A. Exporting Your RMMV Game -- Appendix B. Useful Resources for RPG Maker MV.
Record Nr. UNINA-9910254759803321
Perez Darrin  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Unity Android Game Development [[electronic resource] ] : From Beginner to Pro / / by Kishan Takoordyal
Beginning Unity Android Game Development [[electronic resource] ] : From Beginner to Pro / / by Kishan Takoordyal
Autore Takoordyal Kishan
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (264 pages)
Disciplina 006.8
Soggetto topico Computer games—Programming
Mobile computing
Game Development
Mobile Computing
ISBN 1-4842-6002-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Programming Concepts -- Chapter 2: Introduction to Unity -- Chapter 3: GameObjects, Prefabs, Materials, and Components -- Chapter 4: User Interface -- Chapter 5: Building our first Android Game - Sphere Shooter -- Chapter 6: Improving the Game - Sphere Shooter.
Record Nr. UNINA-9910409991303321
Takoordyal Kishan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Unreal Game Development [[electronic resource] ] : Foundation for Simple to Complex Games Using Unreal Engine 4 / / by David Nixon
Beginning Unreal Game Development [[electronic resource] ] : Foundation for Simple to Complex Games Using Unreal Engine 4 / / by David Nixon
Autore Nixon David
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (XXIV, 389 p. 401 illus.)
Disciplina 794.8
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-5639-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started -- Chapter 2: Basic Concepts -- Chapter 3: The Level Editor -- Chapter 4: Actors -- Chapter 5: Blueprints -- Chapter 6: Players and Input -- Chapter 7: Collisions -- Chapter 8: User Interfaces -- Chapter 9: Audio -- Chapter 10: Additional Topics -- Chapter 11: Tutorials.-.
Record Nr. UNINA-9910380734803321
Nixon David  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
BlitzMax for Absolute Beginners [[electronic resource] ] : Games Programming for the Absolute Beginner / / by Sloan Kelly
BlitzMax for Absolute Beginners [[electronic resource] ] : Games Programming for the Absolute Beginner / / by Sloan Kelly
Autore Kelly Sloan
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XXI, 278 p. 81 illus., 80 illus. in color.)
Disciplina 794.8
Soggetto topico Computer games—Programming
Game Development
ISBN 1-4842-2523-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Computer System -- 2. How BlitzMax Works -- 3. BlitzMax IDE -- 4. Programming 101 -- 5. The Great Escape -- 6. Reusing Code with Functions -- 7. Using the File System -- 8. Tank Attack: The Second Game -- 9. OOP -- 10. Project File Management -- 11. Graphics -- 12. User Input -- 13. Keyboard Input -- 14. Joystick -- 15. Common Input Routine -- 16. Collision Detection -- 17. OpenGL Special Effects -- 18. Paratrooper: Retro Involved -- 19. Sound Effects and Audio -- 20. Putting it All Together -- 21. Game Design -- 22. Storyboarding -- 23. Project Management -- A. Appendices.
Record Nr. UNINA-9910154827503321
Kelly Sloan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bottlenecks [[electronic resource] ] : Aligning UX Design with User Psychology / / by David C. Evans
Bottlenecks [[electronic resource] ] : Aligning UX Design with User Psychology / / by David C. Evans
Autore Evans David C
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XXI, 260 p. 122 illus., 115 illus. in color.)
Disciplina 005.437
4.019
Soggetto topico User interfaces (Computer systems)
Psychology, Applied
Application software
Digital media
Social media
Computer games—Programming
User Interfaces and Human Computer Interaction
Applied Psychology
Computer Appl. in Social and Behavioral Sciences
Digital/New Media
Social Media
Game Development
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: The Bottlenecks of Attention -- Chapter 1: Foveal Acuity -- Chapter 2: Task Orientation -- Chapter 3: Attentional Focus -- Chapter 4: Gestalt Perception -- Part II: The Bottlenecks of Perception -- Chapter 5: Depth Perception -- Chapter 6: Motion Perception -- Part III: The Bottlenecks of Memory -- Chapter 7: Working Memory -- Chapter 8: Signal Detection Theory -- Chapter 9: Long-term Memory -- Chapter 10: Encoding and Retrieval -- Part IV: The Bottlenecks of Disposition -- Chapter 11: Personality -- Chapter 12: Development -- Chapter 13: Needs -- Chapter 14: Fun -- Part V: The Bottlenecks of Motivation -- Chapter 15: Schedules of Reinforcement -- Chapter 16: Escalating Commitment -- Chapter 17: Approach Avoidance -- Chapter 18: Routes to Persuasion -- Part VI: The Bottlenecks of Social Influence -- Chapter 19: Social Capital -- Chapter 20: Group Polarization -- Chapter 21: Social Influence -- Part VII: Then we will be maximally receptive to it and reward you with a viral cascade that has the potential to reach -- Chapter 22: Receptivity Thresholds -- Chapter 23: Six Degrees of Recommendation -- Chapter 24: Epilogue -- .
Record Nr. UNINA-9910164049603321
Evans David C  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Build your own 2D Game Engine and Create Great Web Games [[electronic resource] ] : Using HTML5, JavaScript, and WebGL / / by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, Jason Pace
Build your own 2D Game Engine and Create Great Web Games [[electronic resource] ] : Using HTML5, JavaScript, and WebGL / / by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, Jason Pace
Autore Sung Kelvin
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (481 p.)
Disciplina 004
Collana Expert's Voice in Game Development
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4842-0952-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Introducing 2D Game Engine Development with JavaScript; The Technologies; Setting Up Your Development Environment; Downloading and Installing JavaScript Syntax Checker; Working in the NetBeans Development Environment; Creating an HTML5 Project in NetBeans; The Relationship Between the Project Files and the File System; How to Use This Book; How Do You Make a Great Video Game?; References; Technologies; Chapter 2: Working with HTML5 and WebGL; Introduction
Canvas for Drawing The HTML5 Canvas Project ; Creating and Clearing the HTML Canvas; Separating HTML and JavaScript; The JavaScript Source File Project; Separate JavaScript Source Code File; Load and Run JavaScript Source Code from index.html; Observations; Elementary Drawing with WebGL; The Draw One Square Project ; Set Up and Load the Primitive Geometry Data; Set Up the GLSL Shaders ; Define the Vertex and Fragment Shaders ; Compile, Link, and Load the Vertex and Fragment Shaders; Set Up Drawing with WebGL; Observations; Abstraction with JavaScript Objects
The JavaScript Objects ProjectSource Code Organization ; Abstracting the Game Engine; The Core of the Game Engine: gEngine.Core ; The Shared Vertex Buffer; The Shader Object; The Client Source Code; Observations; Separating GLSL from HTML; The Shader Source Files Project; Loading Shaders in SimpleShader ; Extracting Shaders into Their Own Files ; Cleaning Up HTML Code ; Source Code Organization ; Changing the Shader and Controlling the Color; The Parameterized Fragment Shader Project; Defining the SimpleFS.glsl Fragment Shader ; Modify the SimpleShader to Support the Color Parameter
Drawing with the New Shader Summary; Chapter 3: Drawing Objects in the World; Introduction; Encapsulating Drawing ; The Renderable Objects Project ; The Renderable Object; Testing the Renderable Object; Observations; Transforming a Renderable Object; Matrices as Transform Operators; Concatenation of Matrix Operators ; The glMatrix Library ; The Matrix Transform Project; Modify the Vertex Shader to Support Transforms; Modify SimpleShader to Load the Transform Operator; Modify Renderable Object to Set the Transform Operator; Testing the Transforms ; Observations
Encapsulating the Transform Operator The Transform Objects Project; The Transform Object; Transformable Renderable Objects ; Modify Drawing to Support Transform Object; View, Projection, and Viewports; Coordinate Systems and Transformations; Modeling and Normalized Device Coordinate Systems ; The World Coordinate System ; The Viewport; The View Projection and Viewport Project; Modifying the Vertex Shader to Support the View-Projection Transform; Modifying SimpleVertex to Support the View-Projection Transform; Modifying RenderObject to Support the View-Projection Transform
Testing the View-Projection Transform and the Viewport
Record Nr. UNINA-9910300644303321
Sung Kelvin  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building a 2D Game Physics Engine [[electronic resource] ] : Using HTML5 and JavaScript / / by Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung
Building a 2D Game Physics Engine [[electronic resource] ] : Using HTML5 and JavaScript / / by Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung
Autore Tanaya Michael
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XVIII, 116 p. 42 illus., 19 illus. in color.)
Disciplina 005.2762
Soggetto topico Computer games—Programming
Game Development
ISBN 1-4842-2583-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction to 2D Game Physics Engine Development -- 2. Implementing the 2D Physics Engine Core -- 3. Incorporating Collision Detection -- 4. Completing the Physics Engine and Rigid Shape Component,- 5. Summarizing the Physics Engine.
Record Nr. UNINA-9910159442603321
Tanaya Michael  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui