The Advanced Game Developer's Toolkit : Create Amazing Web-based Games with JavaScript and HTML5 / / by Rex van der Spuy
| The Advanced Game Developer's Toolkit : Create Amazing Web-based Games with JavaScript and HTML5 / / by Rex van der Spuy |
| Autore | van der Spuy Rex |
| Edizione | [1st ed. 2017.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
| Descrizione fisica | 1 online resource (185 pages) : illustrations (some color) |
| Disciplina | 794.81526 |
| Soggetto topico |
Computer games—Programming
Game Development |
| ISBN |
9781484210970
1484210972 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1.Getting Started -- 2. Using Tiled Editor -- 3. Tile-Based Collision -- 4. Isometric Maps -- 5. Pathfinding Basics -- 6. Finding the Shortest Path -- 7. More Fun with Tile-Based Games. |
| Record Nr. | UNINA-9910254855803321 |
van der Spuy Rex
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
| Lo trovi qui: Univ. Federico II | ||
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Android Game Recipes / / by Jerome DiMarzio
| Android Game Recipes / / by Jerome DiMarzio |
| Autore | DiMarzio Jerome |
| Edizione | [1st ed. 2013.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 |
| Descrizione fisica | 1 online resource (XIX, 256 p. 31 illus.) |
| Disciplina | 004 |
| Soggetto topico |
Computer games—Programming
Application software Game Development Computer Applications |
| ISBN |
9781430257653
1430257652 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910437973903321 |
DiMarzio Jerome
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
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Android Studio Game Development : Concepts and Design / / by Jerome DiMarzio
| Android Studio Game Development : Concepts and Design / / by Jerome DiMarzio |
| Autore | DiMarzio Jerome |
| Edizione | [1st ed. 2015.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
| Descrizione fisica | 1 online resource (100 p.) |
| Disciplina | 004 |
| Soggetto topico |
Computer games—Programming
Programming languages (Electronic computers) Computer programming Game Development Programming Languages, Compilers, Interpreters Programming Techniques |
| ISBN |
9781484217184
1484217187 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Installing Android Studio -- 2. Exploring the IDE -- 3. Creating a New Project -- 4. Setting-Up Git Hub as Your VCS -- 5. Intro to Game Development -- 6. OpenGL ES and Polygons -- 7. Loading Images and Sprite Sheets -- 8. Reading User Input -- 9. In-Game Movement -- 10. Collision Detection. |
| Record Nr. | UNINA-9910300642503321 |
DiMarzio Jerome
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artificial Intelligence and Games / / by Georgios N. Yannakakis, Julian Togelius
| Artificial Intelligence and Games / / by Georgios N. Yannakakis, Julian Togelius |
| Autore | Yannakakis Georgios N |
| Edizione | [1st ed. 2018.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
| Descrizione fisica | xiv, 337 p |
| Disciplina | 794.8163 |
| 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 | 3-319-63519-0 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Part I Background -- Introduction -- AI Methods -- Part II Ways of Using AI in Games -- Playing Games -- Generating Content -- Modeling Players -- Part III, The Road Ahead -- Game AI Panorama -- Frontiers of Game AI Research -- References -- Index. |
| Record Nr. | UNINA-9910299283203321 |
Yannakakis Georgios N
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| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
| Lo trovi qui: Univ. Federico II | ||
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Augmented Reality Games I : Understanding the Pokémon GO Phenomenon / / edited by Vladimir Geroimenko
| Augmented Reality Games I : Understanding the Pokémon GO Phenomenon / / edited by Vladimir Geroimenko |
| Edizione | [1st ed. 2019.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 |
| Descrizione fisica | 1 online resource (260 pages) |
| Disciplina | 794.8 |
| Soggetto topico |
User interfaces (Computer systems)
Computer games—Programming Education—Data processing User Interfaces and Human Computer Interaction Game Development Computers and Education |
| ISBN | 3-030-15616-8 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Preface -- The Pokémon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts -- The Nature of the Pokémon GO Phenomenon and Lessons Learned -- The Pokémon GO Phenomenon in Educational Context. |
| Record Nr. | UNINA-9910337574303321 |
| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko
| Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko |
| Edizione | [1st ed. 2019.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 |
| Descrizione fisica | 1 online resource (314 pages) : illustrations |
| Disciplina | 006.8 |
| Soggetto topico |
User interfaces (Computer systems)
Computer games—Programming Education—Data processing Medical informatics User Interfaces and Human Computer Interaction Game Development Computers and Education Health Informatics |
| ISBN | 3-030-15620-6 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art. |
| Record Nr. | UNINA-9910337569603321 |
| Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith
| 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 |
9781484254431
1484254430 |
| 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 | ||
| Lo trovi qui: Univ. Federico II | ||
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BBC micro:bit Recipes : Learn Programming with Microsoft MakeCode Blocks / / by Pradeeka Seneviratne
| BBC micro:bit Recipes : Learn Programming with Microsoft MakeCode Blocks / / by Pradeeka Seneviratne |
| Autore | Seneviratne Pradeeka |
| Edizione | [1st ed. 2019.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
| Descrizione fisica | 1 online resource (XXIII, 352 p. 289 illus., 282 illus. in color.) |
| Disciplina | 004 |
| Collana | Technology in Action Series |
| Soggetto topico |
Computer input-output equipment
Computer games—Programming Hardware and Maker Game Development |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1: MakeCode Setup Fundamentals -- Chapter 2: MakeCode Extended Features -- Chapter 3: MakeCode Programming Basics -- Chapter 4: Working with Text -- Chapter 5: Displaying Images -- Chapter 6: Inputs and Outputs -- Chapter 7: Loops and Logic -- Chapter 8: Using Mathematical Functions -- Chapter 9: Using Variables -- Chapter 10: Functions and Arrays -- Chapter 11: Playing Music -- Chapter 12: Using Sensors -- Chapter 13: Using Bluetooth Services -- Chapter 14: Using Radio -- Chapter 15: Building Simple Games. . |
| Altri titoli varianti | British Broadcasting Corporation micro:bit recipes |
| Record Nr. | UNINA-9910338002903321 |
Seneviratne Pradeeka
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
| Lo trovi qui: Univ. Federico II | ||
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Beginning Android 3D Game Development / / by Robert Chin
| Beginning Android 3D Game Development / / by Robert Chin |
| Autore | Chin Robert |
| Edizione | [1st ed. 2014.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
| Descrizione fisica | 1 online resource (482 p.) |
| Disciplina | 794.8/1526 |
| Soggetto topico |
Computer games—Programming
Application software Game Development Computer Applications |
| ISBN |
9781430265481
1430265485 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Beginning Android 3D Game Development -- Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Let's Meet the Android -- Overview of Android -- Overview of the Android SDK -- Android Software Development Kit (SDK) Requirements -- Android SDK Components Overview -- Eclipse with Android Development Tools Plug-in -- Android SDK Manager -- Android Virtual Device -- How to Set Up for Development -- Android Development Tools Integrated Development Environment (IDE) Overview -- Package Explorer -- Source Code Area -- Outline -- Dalvik Debug Monitor Server (DDMS) -- LogCat Window -- Launching the SDK Manager and AVD Manager from Eclipse -- Hands-on Example: Non-OpenGL ES Text "Hello World" Program -- Creating a New Android Project -- Running on an Android Emulator -- Running on an Actual Android Device -- The Main Source Code -- The Graphical Layout -- The Actual "Hello World" Data -- Summary -- Chapter 2: Java for Android -- Overview of the Java Language -- Java Comments -- Java Basic Data Types -- Arrays -- Data Modifiers -- Java Operators -- Arithmetic Operators -- Unary Operators -- Conditional Operators -- Bitwise and Bit Shift Operators -- Java Flow Control Statements -- Java Classes -- Packages and Classes -- Accessing Classes in Packages -- Java Interfaces -- Accessing Class Variables and Functions -- Java Functions -- Calling the Parent Function -- The Basic Android Java Program Framework -- Android Activity Life Cycle Overview -- Key Activity Life Cycle Cases -- Seeing the Activity Life Cycle in Action -- The Basic Android Java OpenGL Framework -- Basic Android OpenGL ES Framework for a Single-View OpenGL ES Application -- The Custom GLSurfaceView -- The Custom Renderer -- Basic Android OpenGL ES Framework for a Multiple View OpenGL ES Application.
The XML Layout File -- The Activity Class and GLSurfaceView Class -- Hands-on Example: A 3D OpenGL "Hello Droid" Example -- Importing Project Examples into Eclipse -- The MainActivity and MyGLSurfaceView Classes -- The MyGLRenderer Class -- Class Overview -- Experimenting with "Hello Droid" -- Summary -- Chapter 3: 3D Math Review -- Vectors and Vector Operations -- What Is a Vector ? -- Vector Representing Position -- Vector Representing Direction -- Vector Representing Rotation Axis -- Vector Representing Force -- Vectors Representing Local Axes -- Our Vector Class -- The Vector Magnitude -- Vector Normalization -- Vector Addition -- Vector Multiplication -- Vector Negation -- The Right Triangle -- Vector Dot Product -- Vector Cross Product -- Matrices and Matrix Operations -- What Is a Matrix ? -- Built-in Android Matrix Class -- The Identity Matrix -- Matrix Transpose -- Matrix Multiplication -- Matrix Inverse -- Homogeneous Coordinates -- Using Matrices to Move Objects -- Using Matrices to Rotate Objects -- Using Matrices to Scale Objects -- Combining Matrices -- Hands-on Example: Manipulating Objects in 3D Space -- Building a 3D Object's Model Matrix -- Adding a Rotation to an Object -- Moving an Object in 3D Space -- Scaling an Object -- Summary -- Chapter 4: 3D Graphics Using OpenGL ES 2.0 -- Overview of OpenGL ES 2.0 on Android -- General Overview of OpenGL Object Rendering -- Specific Overview of the Rendering Procedure -- Transforming the 3D Object's Vertices -- Building the Model Matrix -- Building the View Matrix -- Building the Projection Matrix -- Setting the Viewport -- Sending the Matrices and Lighting Information to the Vertex and Fragment Shaders -- Rendering the Scene -- Overview of the OpenGL ES 2.0 Shading Language -- Basic Data Types -- Vector Components -- Operators and Expressions -- Program Flow Control Statements. Storage Qualifiers -- Reserved Variables -- Built-in Functions -- Overview of Vertex Shaders -- A Complex Vertex Shader -- Overview of Fragment or Pixel Shaders -- Overview of the Shader Class -- The Camera -- The 3D Object Mesh -- Mesh Vertex Data -- The MeshEx Class -- MeshEx Class Overview -- MeshEx Class Constructor -- MeshEx Class Error Debug Function -- MeshEx Class Mesh Draw Function -- Lighting -- Overview of Lighting -- The PointLight Class -- Building the Normal Matrix -- Lighting in the Vertex Shader -- Ambient -- Diffuse -- Specular -- Lighting in the Fragment Shader -- Ambient Lighting -- Diffuse Lighting -- Specular Lighting -- Final Fragment Color -- Materials -- The Material Class -- Materials in the Fragment Shader -- Textures -- Texture Magnification and Minification -- Texture Clamping and Repeating -- The Texture Class -- Textures in the Vertex Shader -- Textures in the Fragment Shader -- Summary -- Chapter 5: Motion and Collision -- Overview of Motion -- Linear Velocity and Linear Acceleration -- Newton's Laws of Motion -- Gravity -- Angular Velocity and Angular Acceleration -- Rotational Forces -- The Physics Class -- Hands-on Example: Linear Motion and Angular Motion Using Forces -- Creating a Four-Sided Textured Cube -- Modifying the Object3d Class -- Modifying the MyGLRenderer Class -- Overview of Collisions -- Collision Detection -- Modifying the MeshEx Class -- Modifying the Object3d Class -- Types of Collisions -- Modifying the Physics Class -- Calculating Collisions -- Modifying the Physics Class -- Hands-on Example: Collisions -- Modifying the MyGLRenderer Class -- Newton's Law of Gravity -- Drone Grid Case Study: Creating a Gravity Grid Using a Vertex Shader -- Modifying the Physics Class -- Modifying the MeshEx Class -- The GravityGridEx Class -- Creating the New Vertex Shader -- Main() Function of Shader. Modifying the MyGLRenderer Class -- Summary -- Chapter 6: Game Environment -- Overview of Sounds on Android -- The Sound Class -- Modifying the Object3d Class -- Hands-on Example: Sounds -- Modifying the MyGLRenderer Class -- Overview of a Heads-Up Display -- Overview of Our HUD -- Creating the BillBoard Class -- Creating the BillBoardFont Class -- Modifying the Texture Class -- Creating the BillBoardCharacterSet Class -- Creating the HUDItem Class -- Creating the HUD Class -- Modifying the Object3d Class -- Drone Grid Case Study: Creating the HUD -- Modifying the MyGLRenderer Class -- Overview of Persistent Data -- Modifying the Orientation Class -- Modifying the Physics Class -- Modifying the Object3d Class -- Hands-on Example: Saving Persistent Data -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Modifying the MainActivity Class -- Summary -- Chapter 7: Drone Grid Case Study: Creating the Player -- Creating the Player Graphic -- Creating the Mesh Class -- Modifying the Object3d Class -- Modifying Other Classes That Use the Object3d Class -- Creating the Pyramid Class -- Creating the PowerPyramid Class -- Creating the Player's Viewpoint and Input -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Creating Player Weapons and Ammunition -- Creating the Explosions -- Creating the PolyParticleEx Class -- Creating the SphericalPolygonExplosion Class -- Modifying the Object3d Class -- Creating Game Object Statistics -- Creating the Stats Class -- Modifying the Object3d Class -- Hands-on Example: Target Shooting! -- Creating the Player -- Creating the Player's Weapon -- Processing Collisions -- Modifying the onDrawFrame() Function -- Summary -- Chapter 8: Drone Grid Case Study: Creating the Enemies -- Creating Arena Objects -- Overview of Artificial Intelligence -- Creating the Tank Enemy. Creating the Tank Graphic -- Creating the Tank State -- Creating Vehicle Commands -- Creating the Tank State to Process Commands -- Creating the Vehicle Steering Class -- Creating the Tank's Patrol/Attack State -- Creating the Tank Finite State Machine -- Creating the Driver for the Tank -- Modifying the Physics Class -- Modifying the Object3d Class -- Creating the Tank Class -- Hands-on Example: Arena Objects and Tanks -- Modifying the MyGLRenderer Class -- Summary -- Chapter 9: Drone Grid Case Study: The User Interface -- Creating the Main Menu System -- The MenuItem Class -- The MainMenu Class -- Creating the High Score Table -- The HighScoreEntry Class -- The HighScoreTable Class -- Creating the High Score Entry System -- Hands-on Example: Demonstrating the User Interface -- Modifying the MyGLRenderer Class -- Summary -- Chapter 10: The Final Drone Grid Game -- Organizing and Controlling Groups of Enemies -- The ArenaObjectSet Class -- The TankFleet Class -- The GamePlayController Class -- Saving and Loading the Game State -- Modifying the MainActivity Class -- Modifying the MyGLRenderer Class -- Adding in the Game Over Game State -- Hands-on Example: The Drone Grid Game -- Modifying the MyGLRenderer Class -- Summary -- Chapter 11: The Android Native Development Kit (NDK) -- NDK Overview -- NDK System Requirements -- Android Platform Compatibility -- Installing the Android NDK -- Ways to Use the Android NDK -- Java Native Interface Overview -- The Java Interface Pointer -- Loading and Linking Native C/C++ Methods -- Naming Native Functions -- Native Function Parameters -- C vs. C++ Native Function Formats -- Native Types -- Reference Types -- JNI Signature Types -- Calling Native Code from Java and Accessing Java Methods from Native Code -- JNI Functions -- Android JNI Makefile -- Hands-on Example: "Hello World from JNI and Native Code ". Modifying the MyGLRenderer Class. |
| Altri titoli varianti | Beginning Android three-dimensional game development |
| Record Nr. | UNINA-9910300465803321 |
Chin Robert
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
| Lo trovi qui: Univ. Federico II | ||
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Beginning Android Games / / by Mario Zechner, J. F. DiMarzio, Robert Green
| Beginning Android Games / / by Mario Zechner, J. F. DiMarzio, Robert Green |
| Autore | Zechner Mario |
| Edizione | [3rd ed. 2016.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 |
| Descrizione fisica | 1 online resource (XXVI, 605 p. 188 illus.) |
| Disciplina | 794.8 |
| Soggetto topico |
Computer games—Programming
Computer programming Game Development Programming Techniques |
| ISBN |
9781484204726
1484204727 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. AN ANDROID IN EVERY HOME -- 2. FIRST STEPS WITH THE ANDROID SDK -- 3. GAME DEVELOPMENT 101 -- 4. ANDROID FOR GAME DEVELOPERS -- 5. AN ANDROID GAME DEVELOPMENT FRAMEWORK -- 6. MR. NOM INVADES ANDROID -- 7. OPENGL ES: A GENTLE INTRODUCTION -- 8. 2D GAME PROGRAMMING TRICKS -- 9. SUPER JUMPER: A 2D OPENGL ES GAME -- 10. OPENGL ES: GOING 3D -- 11. 3D PROGRAMMING TRICKS -- 12. ANDROID INVADERS: THE GRANDE FINALE -- 13. GOING NATIVE WITH THE NDK -- 14. MARKETING AND MONETIZING -- 15. PUBLISHING YOUR GAME. |
| Record Nr. | UNINA-9910154845003321 |
Zechner Mario
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
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