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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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