3D game development with Microsoft Silverlight 3 [[electronic resource] ] : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2009 |
Descrizione fisica | 1 online resource (452 p.) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Computer games - Programming
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-30505-0
9786612305054 1-84719-893-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910455710503321 |
Hillar Gastón C
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Birmingham, U.K., : Packt Pub., 2009 | ||
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Lo trovi qui: Univ. Federico II | ||
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3D math primer for graphics and game development / / Fletcher Dunn, Ian Parberry |
Autore | Dunn Fletcher |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Boca Raton, Fla. : , : CRC Press, , 2011 |
Descrizione fisica | 1 online resource (830 p.) |
Disciplina | 006.6 |
Altri autori (Persone) | ParberryIan |
Soggetto topico |
Computer graphics
Computer games - Programming Computer science - Mathematics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-4987-5989-0
0-429-19092-1 1-4398-6981-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Front Cover; Dedication; Contents; Acknowledgments; Introduction; 1. Cartesian Coordinate Systems; 2. Vectors; 3. Multiple Coordinate Spaces; 4. Introduction to Matrices; 5. Matrices and Linear Transformations; 6. More on Matrices; 7. Polar Coordinate Systems; 8. Rotation in Three Dimensions; 9. Geometric Primitives; 10. Mathematical Topics from 3D Graphics; 11. Mechanics 1: Linear Kinematics and Calculus; 12. Mechanics 2: Linear and Rotational Dynamics; 13. Curves in 3D; 14. Afterword; A. Geometric Tests; B. Answers to the Exercises; Bibliography |
Altri titoli varianti | Three-D math primer for graphics and game development |
Record Nr. | UNINA-9910457679603321 |
Dunn Fletcher
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Boca Raton, Fla. : , : CRC Press, , 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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3D math primer for graphics and game development / Fletcher Dunn and Ian Parberry |
Autore | Dunn, Fletcher |
Pubbl/distr/stampa | Plano, Tex. : Wordware Pub., c2002 |
Descrizione fisica | xi, 429 p. : ill. ; 24 cm |
Disciplina | 006.6 |
Altri autori (Persone) | Parberry, Ianauthor |
Collana | Wordware game math library |
Soggetto topico |
Computer graphics
Computer games - Programming Computer science - Mathematics |
ISBN | 1556229119 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISALENTO-991001804169707536 |
Dunn, Fletcher
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Plano, Tex. : Wordware Pub., c2002 | ||
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Lo trovi qui: Univ. del Salento | ||
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Advanced Unity game development : build professional games with Unity, C#, and Visual studio / / Victor G. Brusca |
Autore | Brusca Victor G. |
Pubbl/distr/stampa | New York : , : Apress, , [2022] |
Descrizione fisica | 1 online resource (363 pages) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Video games - Programming C (Computer program language) |
ISBN | 1-4842-7851-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction and Getting Started -- Chapter 2: Game Specifications -- Chapter 3: Base Class -- Chapter 4: Interaction Classes -- Chapter 5: Advanced Interaction Classes -- Chapter 6: Helper Classes -- Chapter 7: Input Classes -- Chapter 8: Menu System Classes -- Chapter 9: Player and Game State Classes Part 1 -- Chapter 10: Player and Game State Classes Part 2 -- Chapter 11: Making it Professional -- Chapter 12: Adding a New Racetrack -- Chapter 13: Conclusion. |
Record Nr. | UNINA-9910522980403321 |
Brusca Victor G.
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New York : , : Apress, , [2022] | ||
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Lo trovi qui: Univ. Federico II | ||
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Advances in computer games : 17th International Conference, ACG 2021, virtual event, November 23-25, 2021, revised selected papers / / Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer, editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (260 pages) |
Disciplina | 794.81526 |
Collana | Lecture notes in computer science |
Soggetto topico | Computer games - Programming |
ISBN | 3-031-11488-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910585974803321 |
Cham, Switzerland : , : Springer, , [2022] | ||
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Lo trovi qui: Univ. Federico II | ||
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Advances in computer games : 17th International Conference, ACG 2021, virtual event, November 23-25, 2021, revised selected papers / / Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer, editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (260 pages) |
Disciplina | 794.81526 |
Collana | Lecture notes in computer science |
Soggetto topico | Computer games - Programming |
ISBN | 3-031-11488-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996483158203316 |
Cham, Switzerland : , : Springer, , [2022] | ||
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Lo trovi qui: Univ. di Salerno | ||
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Algorithms and networking for computer games / / Dr. Jouni Smed, Dr. Harri Hakonen |
Autore | Smed Jouni |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Hoboken, New Jersey : , : Wiley, , 2017 |
Descrizione fisica | 1 online resource (414 pages) : illustrations, tables |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Computer algorithms |
Soggetto genere / forma | Electronic books. |
ISBN |
1-119-25983-5
1-119-25982-7 1-119-25977-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910270868203321 |
Smed Jouni
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Hoboken, New Jersey : , : Wiley, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Algorithms and networking for computer games / / Dr. Jouni Smed, Dr. Harri Hakonen |
Autore | Smed Jouni |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Hoboken, New Jersey : , : Wiley, , 2017 |
Descrizione fisica | 1 online resource (414 pages) : illustrations, tables |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Computer algorithms |
ISBN |
1-119-25983-5
1-119-25982-7 1-119-25977-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910830099903321 |
Smed Jouni
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Hoboken, New Jersey : , : Wiley, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Android game programming for dummies [[electronic resource] /] / by Derek James |
Autore | James Derek |
Pubbl/distr/stampa | Hoboken, New Jersey : , : John Wiley & Sons, , 2012 |
Descrizione fisica | 1 online resource (387 p.) |
Disciplina |
794.81526
794.815268 |
Collana | --For dummies Android game programming for dummies |
Soggetto topico |
Computer games - Programming
Androids |
Soggetto genere / forma | Electronic books. |
ISBN | 1-118-22218-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl Chapter 15: Ten More Places to Distribute Your Game |
Record Nr. | UNINA-9910452851503321 |
James Derek
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Hoboken, New Jersey : , : John Wiley & Sons, , 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Animated Program Design [[electronic resource] ] : Intermediate Program Design Using Video Game Development / / by Marco T. Morazán |
Autore | Morazán Marco T. |
Edizione | [1st ed. 2022.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 |
Descrizione fisica | 1 online resource (515 pages) |
Disciplina | 794.81526 |
Collana | Texts in Computer Science |
Soggetto topico |
Software engineering
Computer programming Computer games - Programming Software Engineering Programming Techniques Game Development |
ISBN |
9783031043178
9783031043161 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Basic Problem Solving and Program Design -- 1. The Science of Problem Solving -- 2. The N-Puzzle Problem -- 3. Randomness -- Part II: Generative Recursion -- 4. Introduction to Generative Recursion -- 5. Sorting -- 6. Searching -- 7. N-Puzzle Version 2 -- 8. N-Puzzle Version 3 -- Part III: Accumulative Recursion -- 9. Accumulators -- 10. N-Puzzle Versions 4 and 5 -- 11. Iteration -- 12. N-Puzzle Version 6 -- 13. Continuation-Passing Style -- Part IV: Mutation -- 14. Sharing Values -- 15. Mutation Sequencing -- 16. Vectors -- 17. In-Place Operations -- 18. The Chicken and the Egg Paradox -- Part V: Epilogue -- 19. Where to go from here. |
Record Nr. | UNINA-9910595029003321 |
Morazán Marco T.
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Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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