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Building JavaScript games [[electronic resource] ] : for phones, tablets, and desktop / / by Arjan Egges
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
C++ for lazy programmers : quick, easy, and fun C++ for beginners / / by Will Briggs
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Character Rigging and Advanced Animation [[electronic resource] ] : Bring Your Character to Life Using Autodesk 3ds Max / / by Purushothaman Raju
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
ComMODify [[electronic resource] ] : User Creativity at the Intersection of Commerce and Community / / by Shenja van der Graaf
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  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Macmillan, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cross Over to HTML5 Game Development [[electronic resource] ] : Use Your Programming Experience to Create Mobile Games / / by Zarrar Chishti
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Designing Immersive Video Games Using 3DUI Technologies [[electronic resource] ] : Improving the Gamer's User Experience / / by Arun K. Kulshreshth, Joseph J. LaViola Jr
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  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Developing 2D Games with Unity [[electronic resource] ] : Independent Game Programming with C# / / by Jared Halpern
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Developing Games on the Raspberry Pi [[electronic resource] ] : App Programming with Lua and LÖVE / / by Seth Kenlon
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Developing Turn-Based Multiplayer Games [[electronic resource] ] : with GameMaker Studio 2 and NodeJS / / by Yadu Rajiv
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Emotion in Video Game Soundtracking [[electronic resource] /] / edited by Duncan Williams, Newton Lee
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui