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Practical GameMaker: Studio [[electronic resource] ] : Language Projects / / by Ben Tyers
Practical GameMaker: Studio [[electronic resource] ] : Language Projects / / by Ben Tyers
Autore Tyers Ben
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XXXIX, 313 p. 107 illus. in color.)
Disciplina 004
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-2373-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 0. Introduction -- 1. Variables -- 2. Conditionals -- 3. Drawing -- 4. Drawing Continued -- 5. Keyboard Input & Simple Movement -- 6. Objects & Events -- 7. Sprites -- 8. Health, Lives & Score -- 9. Mouse -- 10. Alarms -- 11. Collisions -- 12. Rooms -- 13. Backgrounds -- 14. Sounds & Music -- 15. Splash Screens & Menu -- 16. Random -- 17. More Movement (Basic AI) -- 18. INI Files -- 19. Effects -- 20. Loops -- 21. Arrays -- 22. ds_lists -- 23. Paths -- 24. Scripts -- 25. Hints & Tips -- 26. Creating A Game - Outline -- 27 . Creating A Game -Sprites -- 28. Creating A Game -Sounds -- 29. Creating A Game -Backgrounds -- 30. Creating A Game -Paths -- 31. Creating A Game -Scripts -- 32. Creating A Game -Fonts -- 33. Creating A Game -Objects - Introduction -- 34. Creating A Game -Parent Objects -- 35. Creating A Game -Objects -- 36. Creating A Game -Rooms -- 37. Progress Sheet -- 38. Marking Guide -- 39. End Of Project Assignment -- 40. End Of Project Test.
Record Nr. UNINA-9910154831003321
Tyers Ben  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Practical Rust Projects [[electronic resource] ] : Building Game, Physical Computing, and Machine Learning Applications / / by Shing Lyu
Practical Rust Projects [[electronic resource] ] : Building Game, Physical Computing, and Machine Learning Applications / / by Shing Lyu
Autore Lyu Shing
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (XIII, 257 p. 56 illus., 42 illus. in color.)
Disciplina 005.133
Soggetto topico Programming languages (Electronic computers)
Computer games—Programming
Mobile computing
Programming Languages, Compilers, Interpreters
Game Development
Mobile Computing
ISBN 1-4842-5599-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: Building a Command-Line Program -- Chapter 3: Creating Graphical User Interfaces (GUIs) -- Chapter 4: Building a Game -- Chapter 5: Programming Embedded Devices -- Chapter 6: Artificial Intelligence and Machine Learning -- Chapter 7: Advanced Topics.
Record Nr. UNINA-9910380726203321
Lyu Shing  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Practical Shader Development [[electronic resource] ] : Vertex and Fragment Shaders for Game Developers / / by Kyle Halladay
Practical Shader Development [[electronic resource] ] : Vertex and Fragment Shaders for Game Developers / / by Kyle Halladay
Autore Halladay Kyle
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (391 pages)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Computer graphics
Game Development
Computer Graphics
ISBN 1-4842-4457-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Hello, Game Graphics -- 2. Your First Shaders -- 3. Using Textures -- 4. Translucency and Depth -- 5. Making Things Move -- 6. Cameras and Coordinates -- 7. Your First 3D Project -- 8. Diffuse Lighting -- 9. Your First Lighting Model -- 10. Normal Mapping -- 11. Cubemaps and Skyboxes -- 12. Lighting In Depth -- 13. Profiling Shaders -- 14. Optimizing Shaders -- 15. Precision -- 16. Writing Shaders in Unity -- 17. Writing Shaders in UE4 -- 18. Writing Shaders in Godot -- 19. Appendix A. Important Code Snippets.
Record Nr. UNINA-9910338002103321
Halladay Kyle  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Practical Video Game Bots [[electronic resource] ] : Automating Game Processes using C++, Python, and AutoIt / / by Ilya Shpigor
Practical Video Game Bots [[electronic resource] ] : Automating Game Processes using C++, Python, and AutoIt / / by Ilya Shpigor
Autore Shpigor Ilya
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (336 pages)
Disciplina 629.89251
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Python (Computer program language)
Microsoft software
Microsoft .NET Framework
Game Development
Programming Languages, Compilers, Interpreters
Python
Microsoft and .NET
ISBN 1-4842-3736-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Bots Overview -- 2. Clicker Bots -- 3. In-Game Bots -- 4. Out-Game Bots -- 5. Extra Techniques -- .
Record Nr. UNINA-9910300366903321
Shpigor Ilya  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pro Android Games [[electronic resource] ] : L Edition / / by Massimo Nardone, Vladimir Silva
Pro Android Games [[electronic resource] ] : L Edition / / by Massimo Nardone, Vladimir Silva
Autore Nardone Massimo
Edizione [3rd ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (395 p.)
Disciplina 004
005.11
005.13
Soggetto topico Computer games—Programming
Computer programming
Programming languages (Electronic computers)
Game Development
Programming Techniques
Programming Languages, Compilers, Interpreters
ISBN 1-4842-0587-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: Welcome to Android Gaming; Setting Up Your Machine; Download and Install the SDK; Configure Android Studio; Installing the Native Development Kit; NDK Install; Install Cygwin; Install MinGW; Install Ant; Creating an Android Emulator; Creating an AVD; Configuring a Real Device; Importing the Source Code into Android Studio; Summary; Chapter 2: Gaming Tricks for Phones or Tablets; Setting Up Windows; Windows System Environment Variables; Configuring Cygwin; Creating the Android Project with Native Support; Application Architecture
Build and Run Your First SDK ApplicationAdd Android Native Support; Main Activity; Compiling the Java Application; Native Library; Compiling the Shared Library; Testing the App on a Device; Java Wrappers for C/C++ Event Handling; Handling Audio Independently; Cascading Video Events; Pure Software Renderer; Mixed or Hybrid Renderer; Pure Hardware; Cascading Key Events; Cascading Touch Events; Multi-touch Tricks; MultiTouchGesture; MultiTouchScreen; TestActivity; Summary; Chapter 3: More Gaming Tricks with OpenGL and JNI; The Power of Mobile Devices; OpenGL the Java Way
Creating Your First OpenGL ProjectCreating an OpenGL and JNI Project; Java Main Activity; Surface View; GL Thread; CubeRenderer Class; Cube Class; Scaling Video Buffers with Hybrid OpenGL ES; Why Use Hybrid Scaling ?; Initializing the Surface; Drawing into the Texture; When the Image Is Not a Power of Two; Zoom and Draw; Zoom and Draw Implementation; Hybrid Scaler Rules of Thumb; Summary; Chapter 4: Efficient Graphics and Portability with OpenGL ES; Portability; Handling Immediate Mode; Loading Textures; Display Lists, Server Attributes, and Others; Using Library Wrappers
OpenGL ES CompatibilityOpenGL ES 3.0 and 3.1; Superb Efficiency with OpenGL ES 3.1; Shaders; Vertex Shaders; Fragment Shaders; Geometry Shaders; GLSL; Vertex Shader Language (VSL); Fragment Shader Language (FSL); Anatomy of a Shader; Creating the Shader Program; Loading the Shader; Attaching to the Shader; Linking the Shader Program; Getting the Link Status; Optional: Program Validation and Status; Enabling and Using the Program; Invoking OpenGL ES 3.1 in Android; Project Icosahedron; Reviewing the Shape; Tackling the Project; Manifest; Main Activity; Surface View; Surface Renderer
OpenGL ES 3.1 Configuration ChooserNative Icosahedron; Project Shaders; Scene Initialization; Scene Rendering; Setting the Rotation Speed; Adding Swipe and Multi- Touch Pinch for Zooming; Compiling and Running; Summary; Chapter 5: 3D Shooters for Doom; The Sky Is the Limit with the Java/C Power Combo; Bringing Doom to a Mobile Device; Game Architecture for Doom; Java Main Activity; Creation Handler; Game Layout; Menu and Selection Handlers; Key and Touch Event Handlers; Native Callback Handlers; Graphics Initialization Handler; Image Update Handler; Message Updates; Fatal Error Handler
Audio Request Handlers
Record Nr. UNINA-9910300658103321
Nardone Massimo  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pro HTML5 Games [[electronic resource] ] : Learn to Build your Own Games using HTML5 and JavaScript / / by Aditya Ravi Shankar
Pro HTML5 Games [[electronic resource] ] : Learn to Build your Own Games using HTML5 and JavaScript / / by Aditya Ravi Shankar
Autore Shankar Aditya Ravi
Edizione [2nd ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XV, 426 p.)
Disciplina 004
Soggetto topico Computer games—Programming
Computer programming
Game Development
Web Development
ISBN 1-4842-2910-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. HTML5 and JavaScript Essentials -- 2. Creating a Basic Game World -- 3. Physics Engine Basics -- 4. Integrating The Physics Engine -- 5. Creating a Mobile Game -- 6. Creating the RTS Game World -- 7. Adding Entities to Our World -- 8. Intelligent Unit Movement -- 9. Adding More Game Elements -- 10. Adding Weapons and Combat -- 11. Wrapping Up the Single-Player Campaign -- 12.Multiplayer with WebSockets -- 13. Multiplayer Gameplay -- 14. Essential Game Developer Toolkit.
Record Nr. UNINA-9910254853903321
Shankar Aditya Ravi  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pro Java 9 Games Development [[electronic resource] ] : Leveraging the JavaFX APIs / / by Wallace Jackson
Pro Java 9 Games Development [[electronic resource] ] : Leveraging the JavaFX APIs / / by Wallace Jackson
Autore Jackson Wallace
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XXVIII, 633 p. 474 illus. in color.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Java (Computer program language)
Game Development
Java
ISBN 1-4842-0973-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1: The Different Faces of Java: Create a Java 9 Development Workstation -- 2: An Introduction to Content Creation: 2D New Media Asset Fundamentals -- 3: Advanced 3D Content Rendering: 3D Asset Concepts and Principles -- 4: An Introduction to Game Design: Game Design Concepts, Genres, Engines and Techniques -- 5: A Java Primer: Introduction to Java Concepts and Principles -- 6: Setting Up Your Java 9 IDE: An Introduction to NetBeans 9 -- 7: Introduction to JavaFX 9: Overview of the JavaFX New Media Engine -- 8: JavaFX 9 Scene Graph Hierarchy: A Foundation for Java 9 Game Design -- 9: JavaFX 9 User Interface Design: The Front End for Java 9 Game Design -- 10: User Interface Design Interactivity: Event Handling and Imaging Effects -- 11: 3D Scene Configuration: Using the PerspectiveCamera and PointLight -- 12: 3D Model Design and Primitives: Using JavaFX 9 Shape3D Classes -- 13: 3D Model Shader Creation: Using the JavaFX 9 PhongMaterial Class -- 14: 3D Model Hierarchy Creation: Using Primitives to Create a Gameboard -- 15: 3D Game Play UI Creation: Using the Sphere Primitive to Create a UI Node -- 16: 3D Game Animation Creation: Using the Animation Transition Classes -- 17: i3D Game Square Selection: Using the PickResult Class with 3D Models -- 18: 3D GamePlay Design: Creating Your Game Content Using GIMP and Java -- 19: Game Content Engine: AI Logic with Random Content Selection Methods -- 20: Coding GamePlay: Setup Game Play Methods and Animated Camera View -- 21: Questions and Answers: Finishing the Setup Methods and Digital Audio -- 22: Scoring Engine: Creating the Score UI Layout and Scoring the Content -- 23: Completing the Game Play Code and Player Proofing Your Event Handling -- 24: Optimizing Game Assets and Code, and Game Profiling Using NetBeans.
Record Nr. UNINA-9910254855903321
Jackson Wallace  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pro Processing for Images and Computer Vision with OpenCV [[electronic resource] ] : Solutions for Media Artists and Creative Coders / / by Bryan WC Chung
Pro Processing for Images and Computer Vision with OpenCV [[electronic resource] ] : Solutions for Media Artists and Creative Coders / / by Bryan WC Chung
Autore Chung Bryan WC
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XV, 293 p. 211 illus., 177 illus. in color.)
Disciplina 006.6
Soggetto topico Computer graphics
Optical data processing
Computer games—Programming
Pattern recognition
Computer Graphics
Image Processing and Computer Vision
Game Development
Pattern Recognition
ISBN 1-4842-2775-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Getting Started with Processing and OpenCV -- 2. Image Sources and Representations -- 3. Pixel-Based Manipulation -- 4. Geometry and Transformation -- 5. Identification of Structure -- 6. Understanding Motion -- 7. Feature Detection and Matching -- 8. Application Deployment and Conclusion.
Record Nr. UNINA-9910254570303321
Chung Bryan WC  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Pro Unity Game Development with C# [[electronic resource] /] / by Alan Thorn
Pro Unity Game Development with C# [[electronic resource] /] / by Alan Thorn
Autore Thorn Alan
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (335 p.)
Disciplina 005.133
Collana Technology in Action
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4302-6745-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910300465303321
Thorn Alan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Procedural Content Generation in Games [[electronic resource] /] / by Noor Shaker, Julian Togelius, Mark J. Nelson
Procedural Content Generation in Games [[electronic resource] /] / by Noor Shaker, Julian Togelius, Mark J. Nelson
Autore Shaker Noor
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Descrizione fisica 1 online resource (XVI, 237 p. 103 illus., 57 illus. in color.)
Disciplina 004
Collana Computational Synthesis and Creative Systems
Soggetto topico Artificial intelligence
Computer games—Programming
Computational intelligence
User interfaces (Computer systems)
Application software
Artificial Intelligence
Game Development
Computational Intelligence
User Interfaces and Human Computer Interaction
Computer Appl. in Arts and Humanities
ISBN 3-319-42716-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- The Search-Based Approach -- Constructive Generation Methods for Dungeons and Levels -- Fractals, Noise and Agents with Applications to Landscapes and Textures -- Grammars and L-Systems with Applications to Vegetation and Levels -- Rules and Mechanics -- Planning with Applications to Quests and Story -- ASP with Applications to Mazes and Levels -- Representations for Search-Based Methods -- The Experience-Driven Perspective -- Mixed-Initiative Approaches -- Evaluating Content Generators.
Record Nr. UNINA-9910255013303321
Shaker Noor  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui