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HTML5 game programming with enchant.js / / Brandon McInnis [and five others]
HTML5 game programming with enchant.js / / Brandon McInnis [and five others]
Autore Shimizu Ryo
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xxi, 195 pages) : illustrations (some color)
Disciplina 004
794.8151
Collana Expert's voice in Web development HTML5 game programming with enchant.js
Soggetto topico Computer games - Programming
Computer games - Development
HTML (Document markup language)
JavaScript (Computer program language)
Web sites - Computer games - Development
ISBN 1-4302-4744-4
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: Beginning enchant.js Development""; ""Visit the enchant.js Web Sites""; ""enchantjs.com""; ""code.9leap.net""; ""9leap.net""; ""Compatibility and Releases""; ""Features of enchant.js""; ""Object-Oriented Programming""; ""Asynchronous Processing""; ""Plug-in Extensibility""; ""Images and Sounds""; ""JavaScript, HTML5, and CSS""; ""JavaScript""; ""HTML and HTML5""; ""CSS""; ""Making “Hello World!� Appear on the Screen""
""Create a Skating Bear""""Get started with your application""; ""Import the enchant.js Library""; ""Edit the Source Code""; ""Preview Your Results""; ""Finish Source Code Editing""; ""Executing on Devices and Uploading to 9leap.net""; ""Source Code Viewing Screen""; ""Execute on Devices""; ""Embedding in a Blog""; ""Submitting to 9leap.net""; ""Conclusion""; ""Chapter 2: JavaScript Basics""; ""Summary List""; ""Declare a Variable""; ""Naming Variables""; ""Assign a Value to a Variable""; ""Add Variables""; ""Basic Arithmetic Operators""; ""Check the Value of a Variable""; ""Data Types""
""Manipulate a Variable Using Itself""""Compound Assignment Operators""; ""Manipulate a Variable Using Incrementation""; ""Compare a Variable""; ""See How Similar Two Values Can Be""; ""Manipulate a Comparison""; ""Implement Logic with the If Statement""; ""Create an Object""; ""Work Smarter with the While and For Loop Statements""; ""Interrupt a Loop with Break""; ""Skip a Loop Iteration with Continue""; ""Generate Random Numbers""; ""Define Scenarios with Switch""; ""Store Numbered Data in an Array""; ""Methods of the Array Object""; ""Store Non-Numbered Data in an Associative Array""
""Save Time with Functions""""See Where Variables Live""; ""Make Object Blueprints with Prototypes""; ""Conclusion""; ""Chapter 3: Basic Features of enchant.js""; ""Summary List""; ""Inheritance""; ""Seeing Elements of a Game""; ""Creating Labels""; ""Setting Up a Game""; ""Making the Core Object and Starting the Game""; ""Creating a Label""; ""Adding the Label to the rootScene""; ""Changing a Label�s Properties""; ""Formatting Font""; ""Formatting Color""; ""Defining Position""; ""Creating a Function to Create Labels for Us""; ""Creating a Random Number Function""
""Automating Label Creation with the ENTER_FRAME Event Listener and Periodic Processing""""Slowing Down Processing with Frame and Modulo""; ""Removing Labels After a Specified Time""; ""Making Labels Move""; ""Creating Sprites""; ""Setting Up a Game for Sprites""; ""Creating a Sprite""; ""Specifying the Frame of a Sprite""; ""Animating a Sprite""; ""Moving a Sprite""; ""Orienting a Sprite to Match Its Movement""; ""Drawing a Map with a Surface""; ""Setting up the Game""; ""Creating Containers for a Map""; ""Populating the Map with Tiles""
""Assigning the Map to the Background and Displaying It""
Record Nr. UNINA-9910735391503321
Shimizu Ryo  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HTML5 games [[electronic resource] ] : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
HTML5 games [[electronic resource] ] : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
Autore Seidelin Jacob
Pubbl/distr/stampa Hoboken, N.J., : Wiley, 2012
Descrizione fisica 1 online resource (514 p.)
Disciplina 794.8151
794.81526
Soggetto topico Computer games - Programming
HTML (Document markup language)
Soggetto genere / forma Electronic books.
ISBN 1-283-40510-5
9786613405104
1-119-97634-0
1-119-97632-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Getting started with HTML5 games -- pt. 2. Creating the basic game -- pt. 3. Adding 3D and sound -- pt. 4. Local storage and multiplayer games.
Record Nr. UNINA-9910461841903321
Seidelin Jacob  
Hoboken, N.J., : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HTML5 games [[electronic resource] ] : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
HTML5 games [[electronic resource] ] : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
Autore Seidelin Jacob
Pubbl/distr/stampa Hoboken, N.J., : Wiley, 2012
Descrizione fisica 1 online resource (514 p.)
Disciplina 794.8151
794.81526
Soggetto topico Video games - Programming
HTML (Document markup language)
ISBN 1-283-40510-5
9786613405104
1-119-97634-0
1-119-97632-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Getting started with HTML5 games -- pt. 2. Creating the basic game -- pt. 3. Adding 3D and sound -- pt. 4. Local storage and multiplayer games.
Record Nr. UNINA-9910789734203321
Seidelin Jacob  
Hoboken, N.J., : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HTML5 games : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
HTML5 games : creating fun with HTML5, CSS3, and WebGL / / Jacob Seidelin
Autore Seidelin Jacob
Edizione [1st ed.]
Pubbl/distr/stampa Hoboken, N.J., : Wiley, 2012
Descrizione fisica 1 online resource (514 p.)
Disciplina 794.8151
794.81526
Soggetto topico Video games - Programming
HTML (Document markup language)
ISBN 1-283-40510-5
9786613405104
1-119-97634-0
1-119-97632-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Getting started with HTML5 games -- pt. 2. Creating the basic game -- pt. 3. Adding 3D and sound -- pt. 4. Local storage and multiplayer games.
Record Nr. UNINA-9910815195603321
Seidelin Jacob  
Hoboken, N.J., : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human-computer interaction in game development with Python : design and develop a game interface using HCI technologies and techniques / / Joseph Thachil George, Meghna Joseph George
Human-computer interaction in game development with Python : design and develop a game interface using HCI technologies and techniques / / Joseph Thachil George, Meghna Joseph George
Autore George Joseph Thachil
Pubbl/distr/stampa New York, New York : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (335 pages) : illustrations (some color)
Disciplina 794.8151
Soggetto topico Computer games - Programming
Python (Computer program language)
Human-computer interaction
ISBN 1-4842-8182-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Introduction -- Chapter 1: Human-Computer Interaction Tools and Methodologies -- Fundamentals of Human-Computer Interaction -- Digging Deeper -- Designing the Interface -- Adaption and Interfaces -- Interfaces of Multi-Device -- Evolutionary Trends -- Evaluation of Usability -- Bringing Usability and Accessibility Together -- Analysis of Task Situations -- Techniques and Tools for Human-Computer Interaction Development -- Techniques for Defining Specifications -- The Cycle of Tool Life and Methodologies Taxonomy -- Selecting Instruments, Techniques, and Resources -- The Eye Tracking Technique and Usability -- Eye Tracking Studies -- User Control -- Usability Testing -- Why Eye Tracking? -- Creating an Effective Interface -- Graphical User Interfaces -- Characteristics of User Interfaces -- Summary -- Chapter 2: Human-Computer Interaction Tools and Game Development -- Tools and Techniques for General Game Development -- The Video Game Interface -- Video Game Development and Interaction -- Video Game Users' Requirements and Needs -- Interactive UI Design for a Game -- Panel Design -- Window Architecture -- Icon Design -- Color Development -- Eye-Tracking Techniques -- The Impact of Eye Tracking in Games -- Eye Tracking in Games -- Project Planning and Development -- Development Environment -- OpenCV -- Structure of OpenCV -- Haar Cascade -- Face and Eye Recognition -- Modeling and Development -- Conclusions and Problems -- Creating the Data Structure -- Modeling and Development -- Conclusions and Problems -- Applying Photographic Filters -- Modeling and Development -- Conclusions -- Recognizing the Iris -- Modeling and Development -- Conclusions and Problems -- Edge Detection -- Modeling and Development -- Conclusions and Problems.
Parameter Analysis on Blur, CLAHE, and CANNY Filters -- Modeling and Development -- Analysis -- Iris Recognition (2) -- Modeling and Development -- Conclusions and Problems -- "Average Color" Recognition -- Modeling and Development -- Conclusions -- Project Analysis -- Data Analysis -- Precision -- Recall -- F-measure -- Result -- Video #1 -- Video #2 -- Video #3 -- Video #4 -- Project Conclusions -- Summary -- Chapter 3: Developing a Video Game -- Roles in the Video Game Industry -- Producers -- Publishers -- Game Developers -- Roles and Processes of Game Development -- Game Design -- Game Art Design -- Game Programming -- Game Testing -- Software Development -- Game Development Phases -- Pre-Production Phase -- Outsourcing -- Production Phase -- Milestones: The Cornerstones of Development -- Post-Production Phase -- Localization -- Fan Translation -- Summary -- Chapter 4: Turning Points in Game Development -- Game Engines -- Rendering Engine -- Indie Video Games -- Crowdfunding -- The Case of Dreams: Developing a Game Within a Video Game -- Current Problems in the Development of Video Games -- Crunch Time -- Piracy -- Programming Stages -- Paradigms and Programming Languages -- Visual Programming -- Summary -- Chapter 5: Developing a Game in Python -- Python and Pygame -- Designing the Video Game -- Development Team -- Game Design Document and Production -- Game Menu -- Short Introduction to Pygame -- Game Interface -- The Player -- Powering Up -- The Enemies -- The Bosses -- Collision Management -- The Levels -- Summary -- Chapter 6: Game Development - Industry Standards -- Game Terminology -- Overall Design of the Game -- Frontend and Backend in Game Development -- Verify the Token -- General Description of the Game's Services -- Network Interfaces and Sequence Diagram for the Game Development Cycle -- Game Network Interfaces -- Sequence Diagrams.
Casino Games -- Tournament Games -- Security of Online Games Through a Web Portal -- Secure Code for Games -- Secure by Design -- Security Control -- Summary -- Chapter 7: Gamification in Human-Computer Interaction -- Gamification Strategy -- Gamification Examples -- Common Risks and Mistakes -- Gamification in Education -- Aspects of the Game's Foundation -- The Different Game Categories -- Psychology and Motivation in Gamification -- The Two Different Types of Motivation -- Playing and Learning -- Gamification in the Classroom -- Factors that Make Gamification in the Classroom Easier -- How Can Gamification Help with Learning? -- Games-Based Learning vs Gamification -- Solutions for an Educational Game -- Designing a Gamified Application -- Math Games for Kids -- Gamified Applications Dedicated to Training -- ClassDojo -- Methodology for Creating Gamified Applications -- Web Application -- Native Application -- Native App vs Web App -- The PhoneGap Framework -- Why PhoneGap? -- PhoneGap's Architecture -- Anaconda Python and the PyQT5 GUI Framework -- Anaconda Installation -- Linux -- Windows -- PyQT5 Installation -- Linux -- Windows -- PyQt5 Example -- PyQT Events -- Drawbacks to Gamification -- Avoiding the Drawbacks -- Summary -- Chapter 8: Human-Computer Interaction Research and Development -- Human-Computer Interaction with a Head-Mounted Display -- Human-Machine Interfaces: Future Development -- The Touchscreen Revolution -- Direct Communication with the Mind -- Gesture Engagement Taken to a New Level -- Applications of Spatial Cognition Human Contact Research -- Interaction with the Voice -- Interactions Between the Brain and the Computer -- Summary -- Chapter 9: Recommendations and Concluding Comments -- Recommendations -- Broad HCI Assessment Criteria -- Information and Communication Technology (ICT) Development -- New Trends.
Promising HCI Technologies -- Important Considerations for Building a User-Friendly Interface -- Final Thoughts on Game Design and HCI -- Summary -- Index.
Record Nr. UNINA-9910574078103321
George Joseph Thachil  
New York, New York : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn C++ for Game Development / / by Bruce Sutherland
Learn C++ for Game Development / / by Bruce Sutherland
Autore Sutherland Bruce
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (296 p.)
Disciplina 794.8151
Collana Expert's voice in game development
Soggetto topico Programming languages (Electronic computers)
Software engineering
Programming Languages, Compilers, Interpreters
Software Engineering/Programming and Operating Systems
ISBN 9781430264583
1430264586
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: Beginning C++; Compilers; Programming Paradigms; Procedural Programming; Object-Oriented Programming; Generic Programming; C++ Game Programming; Our First C++ Program; Summary; Part 1: Procedural Programming; Chapter 2: Writing a Guessing Game with C++ Types; Dynamic Versus Static Typed Languages; Declaring Variables; Defining Variables; Integers; Unsigned Integers; Two's Complement; Floating Point Numbers; Boolean Values; Enums; Switching from One Type to Another; static_cast; A Simple Guessing Game; Summary
Chapter 3: Creating Calculators with OperatorsThe Assignment Operator; Arithmetic Operators; The Addition Operator; The Subtraction Operator; The Multiplication and Division Operators; The Modulo Operator; A Simple Arithmetic Calculator; Relational Operators; Equality Operators; Greater-Than Operators; Less-Than Operators; Simple Comparison Calculators; Bitwise Operators; Hexadecimal Number Representation; The Binary & (AND) Operator; The Binary | (OR) Operator; The Binary ^ (Exclusive OR) Operator; The Left Shift (>) Operator; Logical Operators
The && OperatorThe || Operator; Unary Operators; Arithmetic Unary Operators; Unary Negative Operator; Unary Plus Operator; The Increment and Decrement Operators; The Logical Not Unary Operator; The One's Complement Operator; Summary; Chapter 4: Beginning C++ Game Development with Arrays; The C++ Array; Pointers; Pointer Arithmetic; Dereferencing Pointers; Pointers and Arrays; C Style Strings in Arrays; Working with C Style Strings; strlen; strcmp; strcpy; strcat; Text Adventure Game; Summary; Chapter 5: Functions, the Building Blocks of C++; Writing Our First Function
Passing Parameters to FunctionsReturn Values; Passing by Pointer; Passing by Reference; Structures; Adding Functions to Text Adventure; Summary; Chapter 6: Making Decisions with Flow Control; The if Statement; The else and else if Statements; The for Loop; The while Loop; The switch Statement; The break and continue Keywords; The goto Statement; Adding a Game Loop to Text Adventure; Summary; Chapter 7: Organizing Projects Using Files and Namespaces; Source and Header Files; Creating Namespaces; Updating Text Adventure with Source Files, Header Files, and Namespaces; Summary
Part 2: Object-Oriented ProgrammingChapter 8: Object-Oriented Programming with Classes; Object-Oriented Programming; Encapsulation; Constructors and Destructors; Method Overloading; Operator Overloading; Updating Text Adventure to Use Classes; Summary; Chapter 9: Controlling Data with Access Modifiers; The static Keyword; Creating static Local Variables; Using static class Member Variables; Using static Member Methods; Using static to Alter Global Scope; The const Keyword; Constant Variables; Constant Pointers; Constant Parameters; Constant Member Methods; Two More Keywords
The inline Keyword
Altri titoli varianti Learn C plus plus for game development
Record Nr. UNINA-9910300470603321
Sutherland Bruce  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Learn OpenGL ES : for mobile game and graphics development / / Prateek Mehta
Autore Mehta Prateek
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xvii, 199 pages) : illustrations (some color)
Disciplina 004
794.8151
Collana Gale eBooks
Soggetto topico Computer graphics
Application software - Development
Computer games - Programming
ISBN 1-4302-5054-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Preface""; ""Chapter 1: Benefits of the New API""; ""Modern Graphic-rendering API""; ""Devices Love It""; ""Easy App Development: Let�s Create an OpenGL Surface View""; ""Determining OpenGL ES Version""; ""Creating the OpenGL Surface""; ""ES 2.0 Is for the Ambitious""; ""Where Are the Developers?""; ""Summary""; ""Chapter 2: Implementation Prerequisites""; ""Selecting a Development Device: Why Upgrade to Gingerbread?""; ""Choosing Inputs That Your Game Needs""
""Tank Fence""""Creating Menus for the Game""; ""Setting Views Using setContentView and addContentView""; ""Sleek Design of XML Views""; ""Working with Buttons and the Counter Class""; ""Using Touch for Rotation""; ""Rotation Using Android Sensors""; ""Summary""; ""Chapter 3: ES 2.0 Fundamentals""; ""EGL on Android""; ""The GLSurfaceView Class""; ""Setting up the Renderer""; ""Renderer Thread""; ""Decoupling for Dedicated Performance""; ""Thread Safety""; ""Implemented Methods""; ""Anatomy of a Renderer""; ""GL SURFACE CHANGED Application""; ""Framebuffer""; ""Double Buffering""
""Clearing the Color Buffer""""Setting the Viewport""; ""GLSL""; ""Shader Program""; ""Vertex Shader Example""; ""Data Types""; ""Fragment Shader Example""; ""GL POINT BASIC Application""; ""Using the loadShader Method""; ""Attributes""; ""Drawing Line and Triangle Primitives""; ""Varyings""; ""Triangle Primitive""; ""Normalized Device Coordinate System""; ""3D-Transformation""; ""Types of Transformations""; ""The Matrix Class""; ""State Management""; ""Cull Face""; ""Depth Test""; ""Summary""; ""Chapter 4: 3D Modeling""; ""Drawing Shapes Using glDrawElements""
""GL POINT ELEMENTS Application""""Drawing Line and Triangle Primitives""; ""Blender for Modeling""; ""Default Layout""; ""Using Object Mode""; ""Panels in 3D View""; ""Translating Objects""; ""Using the Lasso-Select Command""; ""Modeling Objects for the Game""; ""Creating an Equilateral Triangle""; ""tankFence Blender File""; ""Material Context""; ""Player Object""; ""Adding Plane Mesh""; ""Editing the Player Object""; ""Exporting Mesh Data""; ""Parsing Objects for OpenGL ES""; ""Installing Perl""; ""Downloading Parser""; ""Using the Parser""; ""Using the Mesh Data""
""Adding the Player Object""""Basic Components in the Blender Interface: Screenshots""; ""Summary""; ""Chapter 5: Texturing and Shading""; ""Vertex Buffer Objects""; ""Types of Buffer Objects""; ""Using Buffer Objects""; ""Using Color Masks""; ""Textures""; ""2D Texture""; ""Loading the Image Data""; ""sampler2D Uniform Variable""; ""Using Texture and Color""; ""Cubemap Textures""; ""Loading Images for a Cubemap Texture""; ""samplerCube Uniform Variable""; ""Multi-Texturing""; ""Lighting Effects Using Shader Programs""; ""Illumination Models""
""Diffuse Reflection: Equations for Illumination""
Record Nr. UNINA-9910438104203321
Mehta Prateek  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Computer games - Design
Computer games - Programming
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453477003321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Video games - Design
Video games - Programming
Mobile games
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790852703321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Video games - Design
Video games - Programming
Mobile games
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Mobile Game Design Essentials -- Table of Contents -- Mobile Game Design Essentials -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Operating Systems - Mobile and Otherwise -- Operating systems -- Mobile operating systems -- Android -- Google Play and Amazon Appstore -- App development -- Games for Android -- Eclipse versus Intellij -- iOS -- The App Store -- Development on iOS -- Xcode -- Using Xcode -- Windows Phone -- Windows Phone Store -- Developing apps with Windows Phone -- Developing a game for Windows Phone with XNA -- Java ME -- Developing games with Java ME -- NetBeans -- BlackBerry -- The BlackBerry App World -- Developing games for BlackBerry -- Summary -- 2. The Mobile Indie Team -- A matter of size -- Key roles in a successful team -- What it takes -- Commitment -- Cohesion -- Software development methodologies -- Discipline -- Professional training -- Passion for games -- The roles in an indie mobile team -- The game designer -- Designer at work -- Designer tools -- The practices of game design -- Academic formation and personality -- No game is ever done! -- The game artist -- Brushes and canvas -- Forms of art -- 2D graphic assets -- 3D graphic assets -- Art schools and creative types -- The programmer -- The programmer's kit -- Coding departments -- Learning to be a programmer -- The game tester -- The tools of deconstruction -- Aspects of game testing -- Skills of a professional player -- University of Gamestop -- The game producer -- Keeping things organized.
Key questions of a producer -- Skills for all! -- Who is the producer? -- The sound designer -- Creating music and sound fx -- Audio skills and tasks -- Schools of sound production -- Audio personality -- Summary -- 3. Graphics for Mobile -- Pixels and vectors -- Pixels -- Vectors -- The graphic file formats -- Raster graphics -- Vector graphics -- Videos in videogames -- Software to create game graphics -- Resolution issues with mobile games -- 2D graphic assets -- Sprites -- Backgrounds -- Tiles -- The parallax motion -- Masking -- 3D graphic assets -- 3D models -- Texturing -- Materials -- UV Mapping -- More on textures -- Baking -- Animations -- Designing a character for mobile -- The character design process -- Silhouettes -- Colors for mobile -- The user interface and HUD -- Summary -- 4. Audio for Mobile -- Digital sound technology -- Analog versus digital -- Recording and playback -- Recording -- The sample rate -- The word length -- Compression -- Uncompressed -- Lossless compression -- Lossy compression -- Playback -- Types of game sounds -- Dynamic audio -- Adaptive audio -- Interactive audio -- Non-Dynamic linear sounds and music -- Diegetic sounds -- Adaptive -- Interactive -- Non-Dynamic -- Non-Diegetic sounds -- Adaptive -- Interactive -- Kinetic gestural interaction -- The audio editing software -- Avid Pro Tools -- Sound Forge/Sonic Foundry -- Audacity -- Ableton Live -- Designing audio for mobile games -- Planning the audio in advance -- Hardware limitations for mobile games audio -- The role of audio in mobile games -- Listening conditions for mobile games -- Best practices for mobile games audio design -- Scripting skills for a mobile audio designer -- File compression -- Looping background music -- To learn more -- Final advice -- Summary -- 5. Coding Games -- Main features of programming languages -- Libraries -- Abstraction.
Implementation -- Usage -- Game programming -- C++ -- Memory management -- Objects -- Complaints about C++ -- Java -- Memory management -- Syntax -- Java for mobile - Java ME -- Objective-C -- Cocoa -- Cocoa Touch -- Xcode -- Working with objects -- Extending classes with categories -- Protocols define messaging contracts -- Values and collections -- Blocks -- Objective-C conventions -- Getting started -- HTML5 -- Canvas -- HTML5 and Flash -- Issues with HTML5 -- HTML5 games -- Conclusions -- Scripting languages -- Structure of a game program -- Initialization -- The game loop -- Termination -- Conclusion -- Summary -- 6. Mobile Game Controls -- Input technology -- Touchscreens -- Keypads -- Touchscreen gestures -- Single-tap -- Double-tap -- Long press -- Scroll -- Spread and pinch -- Pan -- Flick -- Multifinger tap -- Multifinger scroll -- Rotate -- Input interfaces for mobile games -- Built-in devices -- GPS -- Accelerometer -- Camera -- Microphone -- External controllers -- Gamepads -- Analog sticks -- Touch-enabled cases -- Grip -- Cabinets -- Headphones -- Future technologies -- Eye tracking -- Brainwave readers -- Summary -- 7. Interface Design for Mobile Games -- The role of the user interface -- Approaching user interface design -- UI in videogames -- Designing the UI -- Aesthetics -- More on vectors and rasters -- Designing icons -- Best practices in UI design -- Search for references -- The screen flow -- Functionality -- Wireframes -- The button size -- The main screen -- Test and iterate -- Evergreen options -- Multiple save slots -- Screen rotation -- Calibrations and reconfigurations -- Challenges -- Experiment -- Summary -- 8. Mobile Game Engines -- What engines can do -- What engines can't do -- Game engines -- 2D game engines -- Torque 2D -- Cocos2D -- Corona SDK -- 3D game engines -- Shiva 3D -- Unity 3D -- Top-quality engines.
Unreal/UDK -- Educational engines -- GameMaker -- GameSalad -- Unity3D Tutorial - part 1 -- Tutorial part 1A - importing 3D models -- Tutorial part 1B - setting up the scene -- Summary -- 9. Prototyping -- Steps in the prototyping process -- Defining the prototype -- Building the prototype -- Testing the prototype -- Fixing the prototype -- Prototyping styles -- Horizontal prototype -- Vertical prototype -- Types of prototyping -- Disposable code -- Your imagination -- Pencil and paper -- Visual prototypes -- Interactive prototypes -- Reusable code -- Why prototype? -- What to avoid -- Tools -- Tools for rapid prototyping -- Unity3D tutorial - part 2 -- The player's ship -- The aliens -- Firing -- Summary -- 10. Balancing, Tuning, and Polishing Mobile Games -- Balancing -- Symmetry -- Randomization -- Feedback loops -- Game director -- Statistics -- Tuning -- Tuning strategies -- Difficulty settings -- Global difficulty -- Unity 3D tutorial - part 3 -- The barriers -- The player's ship reprise -- Refining the details -- Adding a GUI -- Adding audio effects -- Particle system effects -- Unity 3D tutorial summary -- Summary -- 11. Mobile Game Design -- The basic game design process -- The dos and don'ts of game design -- Dos -- Don'ts -- Designing mobile games -- Hardware limitations -- Screen size -- Game controls -- Audio output -- File size -- Processing power -- Mobile design constraints -- Play time -- Game depth -- Mobile environment -- Smartphones -- Single player versus multiplayer -- The mobile market -- Mobile gamers -- Business models -- Premium -- Freemium -- Ad supported -- Hybrid -- Choosing the right business model -- What makes games fun -- The four keys to fun - the game mechanics that drive play -- Hard fun - emotions from meaningful challenges, strategies, and puzzles.
Easy fun - grab attention with ambiguity, incompleteness, and detail -- The people factor - create opportunities for player competition, cooperation, performance, and spectacle -- Raph Koster and Roger Caillois -- Summary -- 12. Pitching a Mobile Game -- The pitch document -- Importance of pitching -- Game concept -- References -- Prototypes -- Stuck? -- Genre -- Target audience -- Key features -- Target platform and competitors -- Game mechanics -- Control scheme and interface -- Scoring system and achievements -- A gameplay example -- Screen flow and screens relationship -- Game flow -- Tech -- Screenshot -- Team/Designer resume -- Lilypads pitch document -- Concept -- Genre -- References -- Target -- Platform -- Competitors -- Key features -- Character design -- Game mechanics -- Score -- Virtual currency -- IAP (In-App Purchase) -- Achievements and leaderboards -- Additional game elements -- Screen flow -- Game flow -- Tech -- Game features -- Platform -- The iPhone 4 -- Game screen study -- A list of assets -- Graphics -- Audio -- Software -- Schedule and budget -- Summary -- Index.
Record Nr. UNINA-9910814433703321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
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