Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith |
Autore | Sung Kelvin |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (414 pages) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Computer science—Mathematics Game Development Math Applications in Computer Science |
ISBN | 1-4842-5443-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction and Learning Environment -- Chapter 2: Intervals and Bounding Boxes -- Chapter 3: Distances and Bounding Spheres -- Chapter 4: Vectors -- Chapter 5: Vector Dot Products -- Chapter 6: Vector Cross Products and 2D Planes -- Chapter 7: Conclusion. |
Record Nr. | UNINA-9910364950403321 |
Sung Kelvin
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning game AI with unity : programming artificial intelligence with C# / / Sebastiano M. Cossu |
Autore | Cossu Sebastiano M. |
Edizione | [1st ed. 2021.] |
Pubbl/distr/stampa | Berkeley, California : , : APress, , [2021] |
Descrizione fisica | 1 online resource (XIV, 143 p. 75 illus.) |
Disciplina | 794.815 |
Soggetto topico |
Game Development
Artificial intelligence |
ISBN | 1-4842-6355-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction -- Chapter 2: The Basics -- Chapter 3: Paths and Waypoints -- Chapter 4: Navigation -- Chapter 5: Behaviors. |
Record Nr. | UNINA-9910484840903321 |
Cossu Sebastiano M.
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Berkeley, California : , : APress, , [2021] | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Game Development with Amazon Lumberyard : Create 3D Games Using Amazon Lumberyard and Lua / / by Jaken Chandler Herman |
Autore | Herman Jaken Chandler |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (XI, 234 p. 107 illus., 2 illus. in color.) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Programming languages (Electronic computers) Game Development Programming Languages, Compilers, Interpreters |
ISBN | 1-4842-5073-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Environment Setup and Introduction to the Engine -- Chapter 2: Learning to Navigate the Engine -- Chapter 3: Creating your first Project -- Chapter 4: Terrain Development -- Chapter 5: Entities and Slices -- Chapter 6: Components -- Chapter 7: Creating the Enemy -- Chapter 8: Scripting and Physics -- Chapter 9: Polishing -- Chapter 10: Setting up a User Interface -- Chapter 11: Exporting the Game. |
Record Nr. | UNINA-9910349528803321 |
Herman Jaken Chandler
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar |
Autore | Kumar Abhishek |
Edizione | [1st ed. 2020.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 |
Descrizione fisica | 1 online resource (270 pages) : illustrations |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Computer graphics Game Development Computer Graphics |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- Chapter 4: Texturing Games vs Texturing Movies -- Chapter 5: PBR Texturing vs Traditional Texturing -- Chapter 6: Substance Suite and Substance Painter -- Chapter 7: Hardware Specifications for Your Computer -- Chapter 8: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- Chapter 11: Baking and the Importance of Mesh Maps -- Chapter 12: Working with Materials, Layers, and Masks -- Chapter 13: Working with Procedural Maps -- Chapter 14: Substance Anchors -- Chapter 15: Rendering with Iray -- Chapter 16: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter. |
Altri titoli varianti | Beginning physically based rendering texturing |
Record Nr. | UNINA-9910409996503321 |
Kumar Abhishek
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Unreal Engine 4 Blueprints Visual Scripting : Using C++: From Beginner to Pro / / by Satheesh Pv |
Autore | Pv Satheesh |
Edizione | [1st ed. 2021.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 |
Descrizione fisica | 1 online resource (XIII, 165 p. 135 illus., 1 illus. in color.) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Computer programming Game Development Programming Techniques |
ISBN | 1-4842-6396-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction to Unreal Engine 4 -- Chapter 2: Introduction to Blueprints -- Chapter 3: C++ and Unreal Engine -- Chapter 4: Gameplay Framework -- Chapter 5: Basic Physics and Raycasting -- Chapter 6: Importing Meshes, Textures, and Creating Materials -- Chapter 7: Project: Demo Game. |
Record Nr. | UNINA-9910484064903321 |
Pv Satheesh
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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Character Rigging and Advanced Animation : 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. |
Altri titoli varianti | Bring your character to life using Autodesk 3ds Max |
Record Nr. | UNINA-9910349528903321 |
Raju Purushothaman
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language / / by Sebastiano M. Cossu |
Autore | Cossu Sebastiano M |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (XXII, 532 p. 179 illus.) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Compilers (Computer programs) Game Development Compilers and Interpreters |
ISBN | 1-4842-5010-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Overview -- Chapter 2: Hello World! -- Chapter 3: Card Game (Part 1) -- Chapter 4: Card Game (Part 2) -- Chapter 5: Fixed Shooter -- Chapter 6: Shoot 'em Up! -- Chapter 7: Designing Bosses -- Chapter 8: Single-Screen Platformer -- Chapter 9: Scrolling Platformer -- Chapter 10: Designing Platformers -- Chapter 11: Metroidvania (Part 1) -- Chapter 12: Metroidvania (Part 2) -- Chapter 13: Designing Fun Games -- Chapter 14: What's Next? |
Altri titoli varianti | Game development with Game Maker Studio two |
Record Nr. | UNINA-9910349533403321 |
Cossu Sebastiano M
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game Development with Ren'Py : Introduction to Visual Novel Games Using Ren'Py, TyranoBuilder, and Twine / / by Robert Ciesla |
Autore | Ciesla Robert |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (XXIV, 346 p. 50 illus.) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Python (Computer program language) Open source software Game Development Python Open Source |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Stories and How to Craft Them -- Chapter 2: The (Ancient) Art of Interactive Fiction -- Chapter 3: The Modern Visual Novel -- Chapter 4: Working in Ren'Py, Twine, and TyranoBuilder- Chapter 5: Deeper Down the Dungeon -- Chapter 6: Deploying for Popular Platforms -- Chapter 7: Three Little Games -- Chapter 8: Promotional Strategies. |
Record Nr. | UNINA-9910338002803321 |
Ciesla Robert
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Immersive 3D design visualization : with autodesk maya and unreal engine 4 / / Abhishek Kumar |
Autore | Kumar Abhishek |
Edizione | [1st ed. 2021.] |
Pubbl/distr/stampa | New York, New York State : , : APress, , [2021] |
Descrizione fisica | 1 online resource (XIII, 301 p. 400 illus.) |
Disciplina | 794.815 |
Soggetto topico |
Computer games - Programming
Computer animation Computer graphics |
ISBN | 1-4842-6597-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Design for Creative and Immersive Technology -- Chapter 2: Tools for Architectural Visualization -- Chapter 3: 3D Design with Autodesk Maya -- Chapter 4: Interactive Visualization with UE4 -- Chapter 5: Creating Virtual Worlds -- Chapter 6: Creating UVs -- Chapter 7: Lightmap Analysis and Correction -- Chapter 8: PBR Integrated Texturing -- Chapter 9: Material Design and Integration -- Chapter 10: Real-Time/Emissive Materials -- Chapter 11: Importing Design Assets in VR Engine -- Chapter 12: Unreal® Engine 4 for Level Design -- Chapter 13: Design Visualization Capstone Project: Testing and Fixing Errors -- Chapter 14: Design Visualization Capstone Project: Aesthetic Development -- Chapter 15: Immersive Design Portfolio. |
Record Nr. | UNINA-9910483519503321 |
Kumar Abhishek
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New York, New York State : , : APress, , [2021] | ||
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Lo trovi qui: Univ. Federico II | ||
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Interdisciplinary Perspectives on Virtual Place-Based Learning / / 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
794.815 |
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 | ||
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Lo trovi qui: Univ. Federico II | ||
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