2012 17th International Conference on Computer Games |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE, 2012 |
Descrizione fisica | 1 online resource (220 pages) : illustrations |
Disciplina | 794.81525 |
Soggetto topico | Video games - Programming |
ISBN | 1-4673-1121-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996215695303316 |
[Place of publication not identified], : IEEE, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
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2012 17th International Conference on Computer Games |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE, 2012 |
Descrizione fisica | 1 online resource (220 pages) : illustrations |
Disciplina | 794.81525 |
Soggetto topico | Video games - Programming |
ISBN |
9781467311212
1467311219 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910130687903321 |
[Place of publication not identified], : IEEE, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian |
Autore | Karamian Vahe |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt, , 2018 |
Descrizione fisica | 1 online resource (366 pages) |
Disciplina | 794.81525 |
Soggetto topico |
Computer games - Programming
Computer games - Design |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910795335903321 |
Karamian Vahe | ||
Birmingham : , : Packt, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian |
Autore | Karamian Vahe |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt, , 2018 |
Descrizione fisica | 1 online resource (366 pages) |
Disciplina | 794.81525 |
Soggetto topico |
Computer games - Programming
Computer games - Design |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910814243403321 |
Karamian Vahe | ||
Birmingham : , : Packt, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Computer game development / / edited by Branislav Sobota |
Pubbl/distr/stampa | London : , : IntechOpen, , 2022 |
Descrizione fisica | 1 online resource (180 pages) |
Disciplina | 794.81525 |
Soggetto topico | Video games - Programming |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Collaborative XR Systems and Computer Games Development / Branislav Sobota, Marián Hudák and Emília Pietriková -- 2.Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment / Diana R. Sanchez, Amanda Rueda, Leila Jimeno Jimènez and Mahsa Norouzi Nargesi -- 3 Serious Games Development and Impact for Business Education / Dario Liberona, Aravind Kumaresan, Lionel Valenzuela and Giovanny Tarazona -- 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature / Ingrid Nery Mendes, Maicon de Araújo Nogueira, Filipe Valente Mendes,Otavio Noura Teixeira and Viviane Almeida dos Santos -- 5. 3D Computer Graphics and Virtual Reality / Branislav Sobota and Miriama Mattová -- 6 View Synthesis Tool for VR Immersive Video / Sarah Fachada, Daniele Bonatto, Mehrdad Teratani and Gauthier Lafruit -- 7 Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria / John Allison and Anita Alaere Bala -- 8. Enabling a 3-D Cyberspace Experience Online / Bruce Campbell. |
Record Nr. | UNINA-9910688379603321 |
London : , : IntechOpen, , 2022 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Creating games with cocos2d for iPhone 2 [[electronic resource] ] : master cocos2d through building nine complete games for the iPhone / / Paul Nygard |
Autore | Nygard Paul |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (388 p.) |
Disciplina | 794.81525 |
Collana | Community experience distilled |
Soggetto topico |
Computer games
Electronic games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-93794-8
1-84951-901-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910463226303321 |
Nygard Paul | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Creating games with cocos2d for iPhone 2 [[electronic resource] ] : master cocos2d through building nine complete games for the iPhone / / Paul Nygard |
Autore | Nygard Paul |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (388 p.) |
Disciplina | 794.81525 |
Collana | Community experience distilled |
Soggetto topico | Video games |
ISBN |
1-283-93794-8
1-84951-901-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910786068603321 |
Nygard Paul | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Creating games with cocos2d for iPhone 2 : master cocos2d through building nine complete games for the iPhone / / Paul Nygard |
Autore | Nygard Paul |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (388 p.) |
Disciplina | 794.81525 |
Collana | Community experience distilled |
Soggetto topico | Video games |
ISBN |
1-283-93794-8
1-84951-901-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Creating Games with cocos2d for iPhone 2 -- Table of Contents -- Creating Games with cocos2d for iPhone 2 -- Credits -- About the Author -- 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 example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Thanks for the Memory Game -- The project is... -- Let's build a menu -- Where is the scene? -- Building the playfield -- We need sprites -- Building a sprite sheet -- On to the playfield -- Creating the playfield header -- Creating the playfield layer -- The flow of the game -- A stack of tiles -- The memory tile class -- Loading tiles -- Drawing tiles -- Adding interactivity -- Checking for matches -- Scoring and excitement -- Animating the score -- Adding lives and game over -- Bringing it all together -- It's quiet...too quiet -- Summary -- 2. Match 3 and Recursive Methods -- The project is… -- Basic gem interaction -- The MAGem header -- The MAGem class -- Generating gems -- Building the playfield -- Checking for matches -- Collecting touches -- Moving gems -- Checking moves -- Removing gems -- The update method -- Predictive logic -- Artificial randomness -- Summary -- 3. Thumping Moles for Fun -- The project is… -- Design approach -- Designing the spawn -- Portrait mode -- Custom TTF fonts -- Defining a molehill -- Building the mole -- Making a molehill -- Drawing the ground -- Mole spawning -- Special moles -- Moving moles -- The animation cache -- Combining actions and animation -- Simultaneous actions -- Deleting moles -- Touching moles -- Tying it together -- Scoring the mole.
Summary -- 4. Give a Snake a Snack… -- The project is… -- Design approach -- Building a better snake -- Anatomy of a snake segment -- Dissecting the snake -- Building the head -- Building the body segments -- Moving the snake -- Turning the snake -- Death of a snake -- Building the environment -- Outer walls -- Inner walls -- Building snake food -- Collisions and eating -- Levels and difficulties -- The main loop -- Level-up checking -- Dead mice -- But…how do we control the snake? -- Summary -- 5. Brick Breaking Balls with Box2D -- The project is… -- Box2D - a primer -- Box2D - what is it? -- Basic parts of Box2D -- On to the game! -- World building -- On the edge -- Having a ball -- Setting everything in motion -- Collision handling -- Losing your ball -- Destruction -- Paddling around -- Paddle fixture -- Touching the paddle -- Storing player data -- Displaying player data -- Building bricks -- Loading a plist -- Picking a pattern -- Breaking bricks, for real -- Power-ups, good and bad -- Picking up power-ups -- Paddle deformation -- Restoring the paddle -- Multiball -- Losing lives with multiball -- Summary -- 6. Cycles of Light -- The game is… -- Design review -- Let's build a bike -- CLBike header -- CLBike implementation -- Bike rotation -- Turning the bike -- Building walls -- Boundary walls -- Bike walls -- Bike integration -- Bike movement -- Control buttons -- Touching buttons -- Flashing with blocks -- Finishing the buttons -- Building the background grid -- Drawing the grid -- The second grid -- Moving grids -- The glScissor -- The playfield -- Generating the bikes -- Collision handling -- Making it move -- Crashing bikes -- Bluetooth multiplayer -- Peer Picker -- Session callbacks -- Sending messages -- Receiving data -- Upgrading our bikes -- Why send moves? -- Summary -- 7. Playing Pool, Old School -- The game is… -- Overall design. Building the table -- The Box2D world -- Building the rails -- Building pockets -- Creating the cue stick -- Loading the rules -- Rules.plist -- Rack 'em up -- Building the rack -- Player HUD -- Displaying messages -- Collision handling -- Building the control base -- One-touch control -- Two-touch control -- The rules engine -- Putting balls back -- Checking the table -- The playfield init method -- Summary -- 8. Shoot, Scroll, Shoot Again -- The game is… -- Design review -- Tiled - a primer -- Drawing the ground -- Logic layers -- Spawn layer -- Understanding TMX format -- Creating an HD map -- Implementing the tilemap -- Adding our hero -- Focus on the hero -- Controlling the hero with SneakyJoystick -- Tilt controls -- Interpreting the controls -- Building the HUD -- Scene construction -- Tile helper methods -- Tile self-identification -- Smarter hero walking -- Time for bullets -- TDBullet class -- Building the enemy -- Adding the enemies -- Collision handling -- Everybody gets hit -- Game over, man -- Smarter enemies -- Code not covered here -- Summary -- 9. Running and Running and Running... -- The game is... -- Design review -- Building the ground -- ERTile class -- Adding gap tiles -- Scrolling the tiles -- Parallax background -- Our hero -- Animation loading -- Updating the hero -- Touch controls -- Shooting bullets -- Enemies everywhere -- Collision handling -- Getting shot with particles -- Death of hero -- Summary -- Index. |
Record Nr. | UNINA-9910821610503321 |
Nygard Paul | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Learn Sprite Kit for iOS Game Development / / by Leland Long |
Autore | Long Leland |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (243 p.) |
Disciplina | 794.81525 |
Soggetto topico |
Apple computer
Application software Apple and iOS Computer Applications |
ISBN | 1-4302-6440-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Hello World; We Love Games; Tradition; Setup; Summary; Chapter 2: SKActions and SKTextures: Your First Animated Sprite; Humble Beginnings; Removing Unnecessary Tidbits; Device Orientation; Slight View Controller Changes; More Unneeded Template Text; Images Available for Download; Background Color; The Splash Screen; Anchor Points; Back to the Splash Screen; Moving Between Scenes; Creating a New Scene; Animated Transitions Using SKActions; Grouping Multiple Actions; Animation Frames Using SKTextures; Summary
Chapter 3: Sprite Movement Responding to User InputsRun Away!; Code Reorganization; New Class for the Player; Replacing Static Values; New Class for Your Textures; Adding Textures; Changing Direction; Skidding to a Stop; Summary; Chapter 4: Edges, Boundaries, and Ledges; Physics; Properties of a Physics Body; Adding a Backdrop; Contacts and Collisions; Adding a Brick Base; Determining Contact with an Edge; Handling Sprite Wrapping; Jumping; Ledges and Joints; Summary; Chapter 5: More Animated Sprites: "Enemies" and "Bonuses "; The Opposition; Optimizing Texture Generation; Enemy "Ratz" Class TimingWrapping; The Update Method; Collisions; Bonus Coins; Enemy and Coin Collisions; Summary; Chapter 6: Creating a Cast of Characters; Static vs. Dynamic Characters; File Format; XML Format; Loading the File; Parsing the Data; Implementing a New Spawning Process; Summary; Chapter 7: Points and Scoring; What's the Point?; Score Display; SKLabelNode; Custom Font Textures; Status Bar = Off; A Different Kind of Score; Playing Sound Files; CAF Audio Format; Player Spawn Sound Effect; Player Running Sound Effect; Player Jumping Sound Effect; Player Skidding Sound Effect; Enemy Spawn Sound Effect Coin Spawn Sound EffectSummary; Chapter 8: Contacts and Collisions; Didn't You Cover this Already?; Contacts vs. Collisions; Grates; Pipes; Enemies that Occasionally Get Stuck; Setting the Player's Starting Location; Collecting Coins; Coin-Collection Sound Effect; Coin Collection Point Display; Particle Effects; Coin Contact from Below the Ledges; Ratz Contact from Below the Ledges; Intersection Not Sensitive Enough; Base Runners; Player Kicking Enemies; Ratz Collection Sound Effect; Ratz Collection Point Display; Kicked Off; Into the River; Enemies Kill Player; Player Death Sound Effect Player Falls Off LedgePlayer in the Water; Summary; Chapter 9: Add More Scenes and Levels; Multiple Player Lives; Adding a Visual Life Meter; Game Over; High Score; Level-Completion Test; Level-Completion Effects; Unending Levels; A New Enemy Type; Two Hits Instead of One; Levels Three and Four; Player Instructions; Summary; Chapter 10: Where to Go from Here; Going Forward with Sprite Kit; Making the Game Better; Resources; Farewell; Index; Contents; About the Author; About the TechnicalReviewer; Acknowledgments |
Record Nr. | UNINA-9910300471203321 |
Long Leland | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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MIG '20 : Proceedings of the 13th ACM SIGGRAPH Conference on Motion, Interaction and Games / / Stephen N. Spencer, editor |
Pubbl/distr/stampa | New York : , : Association for Computing Machinery, , [2020] |
Descrizione fisica | 1 online resource (190 pages) : illustrations |
Disciplina | 794.81525 |
Collana | ACM Conferences |
Soggetto topico | Video games - Programming |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910490032603321 |
New York : , : Association for Computing Machinery, , [2020] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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