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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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