Building JavaScript games [[electronic resource] ] : for phones, tablets, and desktop / / by Arjan Egges |
Autore | Egges Arjan |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (422 p.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Software engineering Game Development Software Engineering/Programming and Operating Systems |
ISBN | 1-4302-6539-6 |
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; Foreword; Introduction; Part I: Getting Started; Chapter 1: Programming; Computers and Programs; Processor and Memory; Programs; The Early Days: Imperative Programming; Procedural Programming: Imperative + Procedures; Object-Oriented Programming: Procedural + Objects; Web Applications; Programming Games; Developing Games; Small Scale: Edit-Interpret-Run; Large Scale: Design-Specify-Implement; Building Your First Web Application; The HTML5 Canvas; JavaScript in a Separate File
What You Have LearnedChapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; Building a Game Application in JavaScript; The Structure of a Program; Types of Applications; Functions; Syntax Diagrams; Calling a Function; Update and Draw; 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; Global Variables and Strict Mode; Instructions and Expressions; Operators and More Complex Expressions Arithmetic OperatorsPriority of Operators; Assigning a Function to a Variable; Variables Composed of Multiple Values; The MovingSquare Game; Scope of Variables; What You Have Learned; Chapter 4: Game Assets; Locating Sprites; Loading Sprites; Drawing Sprites; Moving Sprites; Loading and Drawing Multiple Sprites; Music and Sounds; What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; A Sprite Following the Mouse Pointer; Retrieving the Mouse Position; Changing the Origin of a Sprite; Using the Mouse Position to Rotate the Cannon Barrel What You Have LearnedChapter 6: Reacting to Player Input; Objects in Games; Loading Sprites; Handling a Key-Down Event; Conditional Execution; Comparison Operators; Logic Operators; The Boolean Type; Aiming the Barrel at the Mouse Pointer; A Number of Different Alternatives; Toggling the Cannon Barrel's Behavior; What You Have Learned; Chapter 7: Basic Game Objects; Using Separate JavaScript Files; Loading Game Assets the Wrong Way; Methods and Functions; Loading Game Assets the Right Way; Writing a More Efficient Game Loop; Separating Generic Code from Game-Specific Code Adding a Ball to the Game WorldCreating the Ball; Shooting the Ball; Updating the Ball; What You Have Learned; Chapter 8: Game Object Types; Creating Multiple Objects of the Same Type; Constructing Game Objects as Part of the Game World; Writing a Class with Multiple Instances; Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; Drawing the Cans on the Screen; Representing Positions and Velocities as Vectors; Default Values for Parameters; What You Have Learned; Chapter 9: Colors and Collisions; A Different Way to Represent Colors Controlled Data Access for Objects |
Record Nr. | UNINA-9910300468003321 |
Egges Arjan
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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C++ for lazy programmers : quick, easy, and fun C++ for beginners / / by Will Briggs |
Autore | Briggs Will |
Edizione | [1st edition.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (xxvii, 644 pages) : illustrations |
Disciplina | 005.13 |
Soggetto topico |
Programming languages (Electronic computers)
Computer games—Programming Computer programming Software engineering Programming Languages, Compilers, Interpreters Game Development Programming Techniques Software Engineering |
ISBN | 1-4842-5187-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Getting Started -- 2. Images and Sound -- 3. Numbers -- 4. Mouse, and if -- 5. Loops, Input and char -- 6. Algorithms and the Development Process -- 7. Functions -- 8. Functions (continued) -- 9. Using the Debugger -- 10. Arrays and enum -- 11. Animation with structs and Sprites -- 12. Making an Arcade Game: Input, Collisions, and Putting It All Together -- 13. Standard I/O and File Operations -- 14. Character Arrays and Dynamic Memory -- 15. Classes -- 16. Classes (continued) -- 17. Operators -- 18. Exceptions, Move Constructors, Recursion and O notation -- 19. Classes (continued) (Inheritance) -- 20. Template Functions and Classes -- 21. Virtual Functions and Multiple Inheritance -- 22. Linked Lists -- 23. The Standard Template Library (STL) -- 24. Building Bigger Projects -- 25. History26. Esoterica (recommended) -- 27. Esoterica (not so recommended) -- 28. C -- 29. Moving on with SDL -- Appendix A. Setting up SDL and SSDL -- Appendix B. Operators -- Appendix C. ASCII Codes -- Appendix D. Fundamental Types -- Appendix E. Escape Sequences -- Appendix F. Basic C Standard Functions -- Appendix G. Debugger -- Appendix H. SSDL Functions. |
Record Nr. | UNINA-9910349527103321 |
Briggs Will
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Character Rigging and Advanced Animation [[electronic resource] ] : Bring Your Character to Life Using Autodesk 3ds Max / / by Purushothaman Raju |
Autore | Raju Purushothaman |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (XV, 280 p.) : 266 illus |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Game Development |
ISBN | 1-4842-5037-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Beginning Animation -- Chapter 2: Refining Animation -- Chapter 3: Advanced Animation -- Chapter 4: Bones -- Chapter 5: Biped -- Chapter 6: CAT Rigging Tools -- Chapter 7: Skinning for Animation -- Chapter 8: Walk and Run Cycles -- Chapter 9: Morph Animation & Facial Rigging. |
Record Nr. | UNINA-9910349528903321 |
Raju Purushothaman
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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ComMODify [[electronic resource] ] : User Creativity at the Intersection of Commerce and Community / / by Shenja van der Graaf |
Autore | van der Graaf Shenja |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2018 |
Descrizione fisica | 1 online resource (XI, 182 p. 9 illus., 7 illus. in color.) |
Disciplina | 302.23 |
Collana | Dynamics of Virtual Work |
Soggetto topico |
Mass media
Communication Industrial sociology Culture—Economic aspects Computers and civilization Computer games—Programming Media Sociology Sociology of Work Cultural Economics Media and Communication Computers and Society Game Development |
ISBN | 3-319-61500-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Designing for Mod Development -- 2. Participation and Platformization at Play -- 3. Game Changer -- 4. Of Toolkits, Engines and Interfaces -- 5. Learning and the Imperative of Production in Mod Development -- 6. Second Life Between Participation and Competition -- 7. Commodify! And Beyond. |
Record Nr. | UNINA-9910300860403321 |
van der Graaf Shenja
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Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Cross Over to HTML5 Game Development [[electronic resource] ] : Use Your Programming Experience to Create Mobile Games / / by Zarrar Chishti |
Autore | Chishti Zarrar |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XVI, 249 p. 88 illus., 83 illus. in color.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Computer programming Game Development Web Development |
ISBN | 1-4842-3291-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction -- Chapter 2: In the Beginning There was HTML -- Chapter 3: Time to Apply a Little CSS -- Chapter 4: Apply intelligence with JavaScript -- Chapter 5: Take a Shot: Part 1 -- Chapter 6: Where are the Zombies? -- Chapter 7: Take a Shot: Part 2 -- Chapter 8: Add Some Bling to Our Game. |
Record Nr. | UNINA-9910254857303321 |
Chishti Zarrar
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Designing Immersive Video Games Using 3DUI Technologies [[electronic resource] ] : Improving the Gamer's User Experience / / by Arun K. Kulshreshth, Joseph J. LaViola Jr |
Autore | Kulshreshth Arun K |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (121 pages) |
Disciplina | 794.81536 |
Collana | Human–Computer Interaction Series |
Soggetto topico |
User interfaces (Computer systems)
Computer graphics Computer games—Programming User Interfaces and Human Computer Interaction Computer Graphics Game Development |
ISBN | 3-319-77953-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction -- 3D User Interface (3DUI) Technologies -- Games and 3DUI Technologies -- Outline of the Book -- Stereoscopic 3D Parameters -- Head Tracking for Video Games -- Gestural Menus for Games -- Dynamic Stereoscopic 3D Parameters -- Simultaneous Usage of Several 3DUI Technologies -- Discussion and Future Work. |
Record Nr. | UNINA-9910299267903321 |
Kulshreshth Arun K
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Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Developing 2D Games with Unity [[electronic resource] ] : Independent Game Programming with C# / / by Jared Halpern |
Autore | Halpern Jared |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 |
Descrizione fisica | 1 online resource (398 pages) |
Disciplina | 005.133 |
Soggetto topico |
Computer games—Programming
Apple computer Mobile computing Game Development Apple and iOS Mobile Computing |
ISBN | 1-4842-3772-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1. Gaming Past and Present -- Chapter 2. Introduction to Unity -- Chapter 3. Foundations -- Chapter 4. World Building -- Chapter 5. Building Out the Gameplay -- Chapter 6. Beyond the Basics -- Chapter 7. Polish, Polish, Polish -- Chapter 8. Where to go next. . |
Record Nr. | UNINA-9910338009803321 |
Halpern Jared
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Developing Games on the Raspberry Pi [[electronic resource] ] : App Programming with Lua and LÖVE / / by Seth Kenlon |
Autore | Kenlon Seth |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (319 pages) |
Disciplina | 005.3 |
Soggetto topico |
Computer input-output equipment
Computer games—Programming Hardware and Maker Game Development |
ISBN | 1-4842-4170-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910338017003321 |
Kenlon Seth
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Developing Turn-Based Multiplayer Games [[electronic resource] ] : with GameMaker Studio 2 and NodeJS / / by Yadu Rajiv |
Autore | Rajiv Yadu |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 |
Descrizione fisica | 1 online resource (214 pages) |
Disciplina | 794.8 |
Soggetto topico |
Computer games—Programming
Programming languages (Electronic computers) Computer graphics Game Development Programming Languages, Compilers, Interpreters Computer Graphics |
ISBN | 1-4842-3861-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: An introduction to Game Maker Studio 2 -- Chapter 2: : Introduction to GML -- Chapter 3: Make your first game -- Chapter 4: An introduction to Node.JS -- Chapter 5: Talking to your server -- Chapter 6: Introducing the multiplayer game. |
Record Nr. | UNINA-9910300747903321 |
Rajiv Yadu
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Emotion in Video Game Soundtracking [[electronic resource] /] / edited by Duncan Williams, Newton Lee |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (167 pages) : illustrations |
Disciplina | 005.437 |
Collana | International Series on Computer, Entertainment and Media Technology |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Interactive multimedia Multimedia systems Computer games—Programming Music Music—Mathematics User Interfaces and Human Computer Interaction Media Design Game Development Mathematics in Music |
ISBN | 3-319-72272-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks. |
Record Nr. | UNINA-9910299281803321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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