top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
The Advanced Game Developer's Toolkit [[electronic resource] ] : Create Amazing Web-based Games with JavaScript and HTML5 / / by Rex van der Spuy
The Advanced Game Developer's Toolkit [[electronic resource] ] : 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 1-4842-1097-2
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advances in Usability, User Experience, Wearable and Assistive Technology : Proceedings of the AHFE 2020 Virtual Conferences on Usability and User Experience, Human Factors and Assistive Technology, Human Factors and Wearable Technologies, and Virtual Environments and Game Design, July 16-20, 2020, USA / / edited by Tareq Ahram, Christianne Falcão
Advances in Usability, User Experience, Wearable and Assistive Technology : Proceedings of the AHFE 2020 Virtual Conferences on Usability and User Experience, Human Factors and Assistive Technology, Human Factors and Wearable Technologies, and Virtual Environments and Game Design, July 16-20, 2020, USA / / edited by Tareq Ahram, Christianne Falcão
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XXII, 933 p. 328 illus., 244 illus. in color.)
Disciplina 620.82
Collana Advances in Intelligent Systems and Computing
Soggetto topico Biomedical engineering
User interfaces (Computer systems)
Optical data processing
Education
Computer games—Programming
Biomedical Engineering and Bioengineering
User Interfaces and Human Computer Interaction
Computer Imaging, Vision, Pattern Recognition and Graphics
Education, general
Game Development
ISBN 3-030-51828-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910411936803321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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 1-4302-5765-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910437973903321
DiMarzio Jerome  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android Studio Game Development [[electronic resource] ] : Concepts and Design / / by Jerome DiMarzio
Android Studio Game Development [[electronic resource] ] : 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 1-4842-1718-7
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
Health 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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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 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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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 1-4302-6548-5
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui