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Interdisciplinary Perspectives on Virtual Place-Based Learning [[electronic resource] /] / edited by Reneta D. Lansiquot, Sean P. MacDonald
Interdisciplinary Perspectives on Virtual Place-Based Learning [[electronic resource] /] / edited by Reneta D. Lansiquot, Sean P. MacDonald
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2019
Descrizione fisica 1 online resource (178 pages)
Disciplina 371.3346
Soggetto topico Educational technology
Curriculums (Courses of study)
Education—Curricula
Sociology, Urban
Computer games—Programming
Higher education
Technology and Digital Education
Curriculum Studies
Urban Studies/Sociology
Game Development
Higher Education
ISBN 3-030-32471-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Situating Interdisciplinary Place-Based Learning as a High-Impact Educational Practice -- 2. Virtual Place-Based Learning in Interdisciplinary Contexts: A Psychological Perspective and a Review -- 3. Virtual Reality as a Pedagogical Tool for Interdisciplinarity and Place-Based Education -- 4. Information Literacy in Place-Based Interdisciplinary Teaching and Learning -- 5. Visualization and Analysis of Environmental Data -- 6. Mapping Urban Performance Culture: A Common Ground for Architecture and Theater -- 7. Using Virtual Reality as a Tool for Field-Based Learning in the Earth Sciences -- 8. Non-Fiction Virtual Reality Stories of Emigration: Points of Viewing and Creating for the Classroom -- 9. Computational Thinking and the Role-Playing Classroom: A Case for Game-Based Learning in an Interdisciplinary Context.
Record Nr. UNINA-9910364945103321
Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Introduction to DevOps with Chocolate, LEGO and Scrum Game [[electronic resource] /] / by Dana Pylayeva
Introduction to DevOps with Chocolate, LEGO and Scrum Game [[electronic resource] /] / by Dana Pylayeva
Autore Pylayeva Dana
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XVII, 140 p. 116 illus. in color.)
Disciplina 005.11
Soggetto topico Computer programming
Computer games—Programming
Computer input-output equipment
Programming Techniques
Game Development
Hardware and Maker
ISBN 1-4842-2565-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- 2. About this book -- 3. Rules of the Game -- 4. Game Components -- 5. Room Setup -- 6. Know Your Timebox -- 7. Be a Gamemaster -- 8. Play history and modifications -- 9. Key takeaways -- Appendix. Handouts, Role Cards and Posters -- Bibliography.
Record Nr. UNINA-9910162814803321
Pylayeva Dana  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Introduction to Video Game Engine Development [[electronic resource] ] : Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine / / by Victor G Brusca
Introduction to Video Game Engine Development [[electronic resource] ] : Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine / / by Victor G Brusca
Autore Brusca Victor G.
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021
Descrizione fisica 1 online resource (XXIII, 382 p. 36 illus.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Java (Computer program language)
Computer programming
Programming languages (Electronic computers)
Game Development
Java
Programming Techniques
Programming Language
ISBN 1-4842-7039-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: MmgBase API Introduction -- Chapter 2: Base Classes -- Chapter 3: Helper Classes -- Chapter 4: Other Classes -- Chapter 5: Advanced Classes -- Chapter 6: Widget Classes -- Chapter 7: Animation Classes -- Chapter 8: Game Screen Classes -- Chapter 9: MmgCore API Introduction -- Chapter 10: Static Main Entry Point -- Chapter 11: Dynamic Settings -- Chapter 12: Event Handlers -- Chapter 13: Resource Loading -- Chapter 14: Game Screens -- Chapter 15: Game Build Introduction -- Chapter 16: PongClone Project Setup -- Chapter 17: PongClone Main Menu Screen -- Chapter 18: PongClone Game Screen -- Chapter 19: Conclusion.
Record Nr. UNINA-9910484865103321
Brusca Victor G.  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
IT Through Experiential Learning [[electronic resource] ] : Learn, Deploy and Adopt IT through Gamification / / by Shreekant W Shiralkar
IT Through Experiential Learning [[electronic resource] ] : Learn, Deploy and Adopt IT through Gamification / / by Shreekant W Shiralkar
Autore Shiralkar Shreekant W
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XIII, 98 p. 60 illus., 58 illus. in color.)
Disciplina 658.4038
Soggetto topico Computer games—Programming
Application software
Architecture, Computer
Game Development
Computer Appl. in Administrative Data Processing
Information Systems Applications (incl. Internet)
Computer System Implementation
ISBN 1-4842-2421-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910151577303321
Shiralkar Shreekant W  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Java Game Development with LibGDX [[electronic resource] ] : From Beginner to Professional / / by Lee Stemkoski
Java Game Development with LibGDX [[electronic resource] ] : From Beginner to Professional / / by Lee Stemkoski
Autore Stemkoski Lee
Edizione [2nd ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (XIX, 433 p. 127 illus., 108 illus. in color.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Java (Computer program language)
Game Development
Java
ISBN 1-4842-3324-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Fundamental Concepts -- 1. Getting started with Java and LibGDX -- 2. The LibGDX Framework -- 3. Extending the Framework -- 4. Shoot-em-up games -- 5. Text and User Interfaces -- 6. Audio -- Part II: Intermediate Examples -- 7. Side-Scrolling Games -- 8. Bouncing and Collision Games -- 9. Drag and Drop Games -- 10. Tilemaps -- 11. Platform Games -- 12. Adventure Games -- Part III: Advanced Topics -- 13. Alternative Sources of User Input -- 14. Procedural Content Generation -- 15. Advanced Graphics -- 16. Introduction to 3D -- 17. The Journey Continues -- Appendix 1: Game Design Documentation -- Appendix 2: Summary of Java concepts needed for this book -- Appendix 3: JavaDoc for Extended Actor Classes.
Record Nr. UNINA-9910300363703321
Stemkoski Lee  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Lean Game Development [[electronic resource] ] : Apply Lean Frameworks to the Process of Game Development / / by Julia Naomi Rosenfield Boeira
Lean Game Development [[electronic resource] ] : Apply Lean Frameworks to the Process of Game Development / / by Julia Naomi Rosenfield Boeira
Autore Rosenfield Boeira Julia Naomi
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XVII, 150 p. 43 illus., 36 illus. in color.)
Disciplina 794.81536
Soggetto topico Computer games—Programming
Game Development
ISBN 1-4842-3216-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- 2. First Steps with Lean -- 3. An Inception in Practice -- 4. MVPs- Do We Really Need Them? -- 5. Generating Hypotheses -- 6. Test-Driven Development -- 7. Continuous Integration -- 8. The World between Design and Build -- 9. Test, Code, Test -- 10. Measuring and Analyzing -- 11. Creating Ideas for Iterating -- Appendix A. More About Games -- Appendix B. Agile and Lean Techniques and Tools -- Appendix C. Engines.
Record Nr. UNINA-9910254852503321
Rosenfield Boeira Julia Naomi  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn 2D Game Development with C# [[electronic resource] ] : For iOS, Android, Windows Phone, Playstation Mobile and More / / by Kelvin Sung, Jack Keng-Wei Chang, Rob Zhu, Jebediah Pavleas
Learn 2D Game Development with C# [[electronic resource] ] : For iOS, Android, Windows Phone, Playstation Mobile and More / / by Kelvin Sung, Jack Keng-Wei Chang, Rob Zhu, Jebediah Pavleas
Autore Sung Kelvin
Edizione [1st ed. 2013.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013
Descrizione fisica 1 online resource (285 p.)
Disciplina 004
794.81526
Collana The Expert's Voice in Game Development
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4302-6605-8
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 Development in C# ""; ""Downloading and Installing Development Tools""; ""Download and install the IDE: Visual Studio Express""; ""Download and install the game SDK: MonoGame Framework""; ""Download and install the asset builder: XNB Builder""; ""What Is Covered in This Book?""; ""What Is Not Covered in This Book?""; ""Technology References""; ""Chapter 2: Getting to Know the MonoGame Framework""
""The Visual Studio Development Environment""""Creating a MonoGame project in Visual Studio""; ""Troubleshooting: For Windows 8 machines only""; ""Troubleshooting: OpenGL error""; ""The Visual Studio layout and Solution Explorer""; ""The relationship between the file system and Solution Explorer""; ""Understanding the MonoGame Framework""; ""The Microsoft.Xna.Framework.Game Class""; ""Adding, Drawing, and Controlling Content""; ""The Draw and Control project""; ""Creating the Draw and Control project""; ""Wrapping Game Controller with the Keyboard""; ""The Input Wrapper project""
""Creating the Input Wrapper project""""Summary""; ""Quick Reference""; ""Chapter 3: 2D Graphics, Coordinates, and Game State""; ""Introduction""; ""The Game Window""; ""The Game Window Size project""; ""Modifying the game window""; ""Textured Primitives""; ""The Textured Primitive project""; ""Creating the TexturedPrimitive class""; ""Adding TexturedPrimitive functionality and behavior""; ""Using the TexturedPrimitive class""; ""Observations""; ""Coordinate System and Camera""; ""The User-Defined Coordinate System project""; ""Understanding pixel space and user-defined space""
""Creating a user-defined coordinate system""""Using the Camera class""; ""Font Output""; ""The Font Output project""; ""Creating the FontSupport class""; ""Using and observing the FontSupport class""; ""A Simple Game Object""; ""The Simple Game Object project""; ""Modifying the classes to include bounds support""; ""Adding collision detection support""; ""Creating the SoccerBall class""; ""Using the SoccerBall class""; ""Simple Game State""; ""The Simple Game State project""; ""Adding TexturedPrimitive collision detection support""; ""Creating a BasketBall class""
""Creating the game state object""""Modifying Game1 to support the game state""; ""Summary""; ""Quick Reference""; ""Chapter 4: Getting Things Moving""; ""Rotating textures""; ""The Rotate Textured Primitive project""; ""Modifying the TexturedPrimitive class""; ""Modifying the GameState class""; ""Observing and testing the results""; ""Vectors""; ""Vector review""; ""The Show Vector project""; ""Creating the ShowVector class""; ""Modifying the GameState class""; ""Front direction""; ""The Front Direction project""; ""Modifying the GameState class""; ""Observing the results""; ""Game objects""
""The Game Object project""
Record Nr. UNINA-9910735391903321
Sung Kelvin  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn RPGs in GameMaker: Studio [[electronic resource] ] : Build and Design Role Playing Games / / by Ben Tyers
Learn RPGs in GameMaker: Studio [[electronic resource] ] : Build and Design Role Playing Games / / by Ben Tyers
Autore Tyers Ben
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (318 pages) : illustrations
Disciplina 794.81526
Collana Technology in Action
Soggetto topico Computer games—Programming
Multimedia systems 
Computer graphics
Game Development
Media Design
Computer Graphics
ISBN 1-4842-2946-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction -- 2. Alert Text Effect -- 3. Battle System -- 4. Boss Character’s Battle -- 5. Branching Dialogue -- 6. Coin System Shop -- 7. CutScene -- 8. Depth Based Graphics -- 9. Downloading Bonus Levels From Website -- 10. Drivable Vehicles -- 11. Enemy Path Finding -- 12. Foot Step Sounds -- 13. Hints & Tips -- 14. HUD -- 15. Inventory -- 16. Invincibility -- 17. Mini-Quests -- 18. Multiple Locations -- 19. Positional Audio -- 20. Respawn Points -- 21. Usable Items -- 22. Weapon Control -- 23. Zooming -- 24. Destructible Terrain -- 25. Dashing -- 26. Quest Completion -- 27. Road Builder -- 28. Character Progression -- 29. Party Mechanics -- 30. Day / Night Cycle -- 31. Puzzle Room -- 32. Treasure Hunting -- 33. Card Battle -- 34. Graphical Effects -- 35. Random Level Generation -- 36. Fishing Mini Game -- 37. Ship Mini Game -- 38. Dice Rolling -- 39. Mini Game and Dual View -- 40. Game End -- 41. Saving.
Record Nr. UNINA-9910254570103321
Tyers Ben  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn Unity for Windows 10 Game Development [[electronic resource] /] / by Sue Blackman, Adam Tuliper
Learn Unity for Windows 10 Game Development [[electronic resource] /] / by Sue Blackman, Adam Tuliper
Autore Blackman Sue
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XX, 572 p. 431 illus., 417 illus. in color.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Computer science
Game Development
Computer Science, general
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto The Unity Editor -- Unity Basics and Functionality -- Scripting with C# -- Importing Assets -- Prototyping the Navigation -- Experimenting with Functionality -- Creating the Environment -- Combining Assets and Functionality -- Audio and Special Effects -- GUI and Menus -- Rewards and Monetization -- Building for the Windows Store.
Record Nr. UNINA-9910156227403321
Blackman Sue  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn Unity3D Programming with UnityScript [[electronic resource] ] : Unity's JavaScript for Beginners / / by Janine Suvak
Learn Unity3D Programming with UnityScript [[electronic resource] ] : Unity's JavaScript for Beginners / / by Janine Suvak
Autore Suvak Janine
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (411 p.)
Disciplina 004
005.1/3
Collana Technology in action
Soggetto topico Computer games—Programming
Multimedia systems 
Game Development
Media Design
ISBN 1-4302-6587-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: Getting Started with Unity; What Is UnityScript ?; Prerequisites; Meet Unity; Setting Up the Development Environment; Getting Started with AngryBots; Game View ( +2); Hierarchy View ( +4); Scene View ( +1); Inspector ( +3); Project Panel ( +5); Console (SHIFT+ +C); Summary; Chapter 2: Game Programming 101; MonoDevelop; Variables and Functions; Conditionals; Boolean Logic and Conditionals; Loops; The for Loop; The while Loop; The do-while Loop; Coordinate Geometry and Vectors; Summary; Chapter 3: Making a Simple Scene
New Project, New SceneThe Game Object; Components; The Main Camera; Transform; Camera; Clear Flags; Background; Culling Mask; Projection; Field of View; Clipping Planes; Viewport Rect; Depth; Component Reference; GUILayer; Flare Layer; Audio Listener; Light; Common Light Properties; Color; Intensity; Cookie; Shadow Type (Pro Only); Draw Halo; Flare; Render Mode; Culling Mask; Lightmapping; Other Properties; Range; Spot Angle; The Cube; Transform; Mesh Filter; Box Collider; Mesh Renderer; Material; Prefabs; Summary; Chapter 4: Using Scripts and the GameObject; Scripts as Behavior Components
Getting the Game StartedAwake; Start; Update; Scripting in Start; Color; Frame Rates; Time.deltaTime; Scripting in Update; User Input; Cleaning Up Your Code; Enabling and Disabling Components; Destroying Game Objects; Instantiation; Summary; Chapter 5: Moving the GameObject; Rotate; Editing Properties While Playtesting; Add User Interaction; Translate; Transform.position; Smoothing It Out with Lerp; Mecanim; I'm a Doctor, Not a . . . !; Modeling, Rigging, and Skinning; The Asset Store; Import a Character Model; Create and Configure the Avatar; Import the Animation
Create an Animator ControllerRun Zombie Run; Run Like a Zombie; More Animations; Configure the Animations; Root Motion; OnAnimatorMove; Transitions; Any State; User Input and the Input Manager; Blend Trees; Don't Reinvent the Wheel; Summary; Chapter 6: Starting with Coding Physics; Rigidbodies; Rigidbody Properties; Controlling a Rigidbody with Forces; Colliders; OnCollision; The Other GameObject; Target Practice; Physic Materials; Bounciness; LookAt; Accessing Other Game Objects; Triggers; OnTrigger; Rapid Prototyping; Spawning and Spawn Points; Changing the Character Model; Summary
Chapter 7: Using Advanced Physics ConceptsSetting Up the Obstacle Course; Lowering Platform Obstacle; Joints and the Pendulum Obstacle; Fixed Joint; Hinge Joint; Build the Pendulum Chain; Character Joint; Ragdoll Physics; Kill Zone; Spring Joint; Configurable Joint; Raycasting; Tags; Layers; Character Controller; Summary; Chapter 8: Particle Emitters and Special Effects; The Shuriken Particle System Engine; The Grand Entrance; Puff of Dust; Energy Burst; Particle Effect; Land With Force; Bomb Obstacle; Blizzard Obstacle; Laser Obstacle; Laser Emitter; Laser Beam; Tracer Fire Obstacle
Projectile Prefab
Record Nr. UNINA-9910300660103321
Suvak Janine  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui