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MMOs from the Outside In [[electronic resource] ] : The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life / / by Richard A. Bartle
MMOs from the Outside In [[electronic resource] ] : The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life / / by Richard A. Bartle
Autore Bartle Richard A
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (518 p.)
Disciplina 004
Soggetto topico Computer games—Programming
Computer programming
Application software
Game Development
Programming Techniques
Information Systems Applications (incl. Internet)
ISBN 1-4842-1781-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. On Psychology -- 2. On Research -- 3. On Law -- 4. On AI -- 5. On Gods & Government -- 6. On Culture & Community -- 7. On Real Life.
Record Nr. UNINA-9910254756003321
Bartle Richard A  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Modeling and animation using Blender : Blender 2.80 : the rise of Eevee / / Ezra Thess Mendoza Guevarra
Modeling and animation using Blender : Blender 2.80 : the rise of Eevee / / Ezra Thess Mendoza Guevarra
Autore Guevarra Ezra Thess Mendoza
Edizione [1st edition 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (xvii, 295 pages) : illustrations
Disciplina 006.696
Soggetto topico Computer games - Programming
Open source software
Computer programming
Computer animation
Computer graphics
Game Development
Open Source
ISBN 1-4842-5340-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: The Tour! -- Chapter 2: Blending with Blender: Getting Started -- Chapter 3: Blending with Blender: Modeling Workspace -- Chapter 4: Blending with Blender: Shading Workspace -- Chapter 5: Let’s Animate -- Chapter 6: The Future of Game Engine.
Record Nr. UNINA-9910369904203321
Guevarra Ezra Thess Mendoza  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mostly codeless game development : new school game engines / / Robert Ciesla
Mostly codeless game development : new school game engines / / Robert Ciesla
Autore Ciesla Robert
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XXV, 219 p. 47 illus. in color.)
Disciplina 794.8
Soggetto topico Computer games—Programming
Computer programming
Computer engineering
Game Development
Programming Techniques
Computer Engineering
ISBN 1-4842-2970-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: A Good Game -- Chapter 2: Game Developer's Battlestation -- Chapter 3: Game Maker's Lexicon – Level One -- Chapter 4: Commercial Game Engines -- Chapter 5: Freeware Game Engines -- Chapter 6: Audiovisual Assets -- Chapter 7: Business and Marketing -- Chapter 8: A Brief History of Video Games -- Chapter 9: Game Engine Museum -- Chapter 10: Game Maker's Lexicon – Level Two -- Chapter 11: The Mostly Codeless challenge.
Record Nr. UNINA-9910254564503321
Ciesla Robert  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Moving from Unity to Godot [[electronic resource] ] : An In-Depth Handbook to Godot for Unity Users / / by Alan Thorn
Moving from Unity to Godot [[electronic resource] ] : An In-Depth Handbook to Godot for Unity Users / / by Alan Thorn
Autore Thorn Alan
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (283 pages)
Disciplina 005.3
Soggetto topico Computer games—Programming
Open source software
Computer programming
Game Development
Open Source
ISBN 1-4842-5908-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introducing Godot - Why Migrate? -- Chapter 2: Godot Fundamentals -- Chapter 3: Scripting with C# in Godot - Common Tasks -- Chapter 4: Making a 2D Game -- Chapter 5: Navigation and Path-Finding -- Chapter 6: Coding a First-Person Controller in C# -- Chapter 7: Mini-Projects - Case Studies in Godot.
Record Nr. UNINA-9910409988503321
Thorn Alan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Neural Networks in Unity [[electronic resource] ] : C# Programming for Windows 10 / / by Abhishek Nandy, Manisha Biswas
Neural Networks in Unity [[electronic resource] ] : C# Programming for Windows 10 / / by Abhishek Nandy, Manisha Biswas
Autore Nandy Abhishek
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (XI, 158 p. 107 illus.)
Disciplina 006.32
Soggetto topico Computer games—Programming
Microsoft software
Microsoft .NET Framework
Game Development
Microsoft and .NET
ISBN 1-4842-3673-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Core Concepts of Neural Networks -- Chapter 2: Different types of Neural Network -- Chapter 3: Neural Network with Unity -- Chapter 4: Back propagation using Unity -- Chapter 5: Neural Network with Processing and Windows 10 UWP.
Record Nr. UNINA-9910300744703321
Nandy Abhishek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Online Game Pioneers at Work [[electronic resource] /] / by Morgan Ramsay
Online Game Pioneers at Work [[electronic resource] /] / by Morgan Ramsay
Autore Ramsay Morgan
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (403 p.)
Disciplina 794.8
794.82
Altri autori (Persone) RamsayMorgan
Soggetto topico Computer games—Programming
Computer industry
Computer programming
Game Development
The Computer Industry
Programming Techniques
ISBN 1-4302-4186-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Introduction; Chapter 1: David Perry; Chapter 2: Emily Greer; Chapter 3: Doug Whatley; Chapter 4: Ian Bogost; Chapter 5: Victor Kislyi; Chapter 6: Richard Garriott; Chapter 7: Gaute Godager; Chapter 8: Ilkka Paananen; Chapter 9: Jason Kapalka; Chapter 10: John Romero; Chapter 11: Ray Muzyka & Greg Zeschuk; Chapter 12: Raph Koster; Chapter 13: Reynir Harðarson; Chapter 14: Riccardo Zacconi; Chapter 15: Neil Young; Index; About the Author; Foreword; Acknowledgments; Other Apress Titles You Will Find Useful
Record Nr. UNINA-9910300647303321
Ramsay Morgan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Physically Based Shader Development for Unity 2017 [[electronic resource] ] : Develop Custom Lighting Systems / / by Claudia Doppioslash
Physically Based Shader Development for Unity 2017 [[electronic resource] ] : Develop Custom Lighting Systems / / by Claudia Doppioslash
Autore Doppioslash Claudia
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (XXIII, 232 p. 113 illus., 75 illus. in color.)
Disciplina 794.81536
Soggetto topico Computer games—Programming
Computer programming
Computer graphics
Game Development
Programming Techniques
Computer Graphics
ISBN 1-4842-3309-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: How Shader Development Works -- Chapter 2: Your first Unity Shader -- Chapter 3: Your first Lighting Unity shader -- Chapter 4: What is Physically Based Shading? -- Chapter 5: Your first Physically Based Shader -- Chapter 6: Your first Image Effect -- Chapter 7: HDR, Tone Mapping and Color Grading -- Chapter 8: The Ethology of BRDFs -- Chapter 9: The Implementation of BRDFs -- Chapter 10: Approximate your BRDFs -- Chapter 11: How the Standard Shader works -- Chapter 12: The Unity Standard Shader Subsystems, and What They Can Do for You -- Chapter 13: Hooking into the Unity Shader Subsystems -- Chapter 14: Reflections and Cube Maps -- Chapter 15: Making Shaders Artists Will Use -- Chapter 16: Code Complexity and Ubershaders -- Chapter 17: When Shading Goes Wrong, Check The Models -- Chapter 18: Resources to Keep Up with the Bleeding Edge, and How to Read Them.
Record Nr. UNINA-9910300754503321
Doppioslash Claudia  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Physics for JavaScript Games, Animation, and Simulations [[electronic resource] ] : with HTML5 Canvas / / by Adrian Dobre, Dev Ramtal
Physics for JavaScript Games, Animation, and Simulations [[electronic resource] ] : with HTML5 Canvas / / by Adrian Dobre, Dev Ramtal
Autore Dobre Adrian
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (490 p.)
Disciplina 006.76
Collana Expert's Voice in Web Development
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4302-6338-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Part I: The Basics; Chapter 1: Introduction to Physics Programming; Why model real physics?; Creating realistic animation effects; Creating realistic games; Building simulations and models; Generating art from code; What is physics?; Everything behaves according to the laws of physics; The laws can be written as math equations; Predicting motion; Programming physics; The difference between animation and simulation; The laws of physics are simple equations; Equations can be readily coded up!; The four steps for programming physics
A simple physics simulation exampleThe physics of a bouncing ball; Coding up a bouncing ball in 2D; Some code at last!; Summary; Chapter 2: JavaScript and HTML5 Canvas Basics; HTML5, the canvas element, and JavaScript; A minimal HTML5 document; The canvas element; Adding JavaScript; The JavaScript debugging console; JavaScript objects; Objects and properties; Functions and methods; Prototypes, constructors, and inheritance; Static properties and methods; Example: a Ball object; JavaScript frameworks, libraries, and APIs; JavaScript language basics; Variables; Data types; Numbers; Strings
BooleansUndefined and Null; Objects, Functions, and Arrays; Operators; Math; Logic; Loops; Events and user interaction; Event listeners and handlers; User interaction: keyboard, mouse, and touch events; Drag and drop; The canvas coordinate system; The canvas drawing API; The canvas context; Drawing lines and curves; Creating fills and gradients; Animating using the canvas context; Producing animation using code; Using JavaScript timers; Using requestAnimationFrame(); Using getTime() to compute elapsed time; Precalculating motion; Summary; Chapter 3: Some Math Background
Coordinates and simple graphsBuilding a plotter: the Graph object; Plotting functions using the Graph object; Drawing straight lines; Drawing polynomial curves; Things that grow and decay: exponential and log functions; Making an object move along a curve; Fun with hills; The trouble with circles; Using parametric equations; Finding the distance between two points; Basic trigonometry; Degrees and radians; The sine function; The cosine function; The tangent function; The inverse trig functions; Using trig functions for animation; Wavelength, period, frequency and angular frequency
OscillationsDamped oscillations; Combining sine waves; Vectors and basic vector algebra; What are vectors?; Vectors vs. scalars; Adding and subtracting vectors; Resolving vectors: vector components; Position vectors; Adding vectors using components; Multiplying a vector by a number; Vector magnitude; Vector angle; Multiplying vectors: Scalar or dot product; Multiplying vectors: Vector or cross product; Building a Vector object with vector algebra; Simple calculus ideas; Slope of a line: gradient; Rates of change: derivatives; Discrete calculus: difference equations; Doing sums: integrals
Summary
Record Nr. UNINA-9910300659403321
Dobre Adrian  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Polished Game Development [[electronic resource] ] : From First Steps to Final Release / / by Steven Goodwin
Polished Game Development [[electronic resource] ] : From First Steps to Final Release / / by Steven Goodwin
Autore Goodwin Steven
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XXI, 259 p. 30 illus.)
Disciplina 005.11
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-2122-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Introduction to Game Polish -- 2. The Essentials -- 3. Gameplay -- 4. Game Balancing -- 5. User Experience -- 6. In-Game Visuals -- 7. Audio -- 8. Writing -- 9. Coding Practices -- 10. Testing -- 11. Final Thoughts -- Appendix A: Space Bounce.
Record Nr. UNINA-9910254751303321
Goodwin Steven  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Practical GameMaker Projects [[electronic resource] ] : Build Games with GameMaker Studio 2 / / by Ben Tyers
Practical GameMaker Projects [[electronic resource] ] : Build Games with GameMaker Studio 2 / / by Ben Tyers
Autore Tyers Ben
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (XI, 255 p. 144 illus. in color.)
Disciplina 794.81526
Collana Technology in action
Soggetto topico Computer games—Programming
Computer input-output equipment
Computer programming
Game Development
Hardware and Maker
Programming Techniques
ISBN 1-4842-3745-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Spot the Difference -- 2. Quiz -- 3. Snake -- 4. Rock, Paper, Scissors -- 5. Jet Pack -- 6. Darts -- 7. Platform Game -- 8. Bomber -- 9. Match 3 -- 10. Tower Defense.
Record Nr. UNINA-9910300365903321
Tyers Ben  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui