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 | ||
Birmingham, U.K., : Packt Pub., 2009 | ||
Materiale a stampa | ||
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 | ||
Boca Raton, Fla. : , : CRC Press, , 2011 | ||
Materiale a stampa | ||
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 | ||
Plano, Tex. : Wordware Pub., c2002 | ||
Materiale a stampa | ||
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. | ||
New York : , : Apress, , [2022] | ||
Materiale a stampa | ||
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] | ||
Materiale a stampa | ||
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] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
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Advances in computer games : 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009 revised papers / / H. Jaap van den Herik, Pieter Spronck (eds.) |
Edizione | [1st ed.] |
Pubbl/distr/stampa | New York, : Springer, 2010 |
Descrizione fisica | 1 online resource (XIV, 233 p. 75 illus.) |
Disciplina | 794.81526 |
Altri autori (Persone) |
HerikJaap van den
SpronckPieter |
Collana | Lecture notes in computer science |
Soggetto topico |
Computer games - Programming
Artificial intelligence |
ISBN |
1-280-38646-0
9786613564382 3-642-12993-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Adding Expert Knowledge and Exploration in Monte-Carlo Tree Search -- A Lock-Free Multithreaded Monte-Carlo Tree Search Algorithm -- Monte-Carlo Tree Search in Settlers of Catan -- Evaluation Function Based Monte-Carlo LOA -- Monte-Carlo Kakuro -- A Study of UCT and Its Enhancements in an Artificial Game -- Creating an Upper-Confidence-Tree Program for Havannah -- Randomized Parallel Proof-Number Search -- Hex, Braids, the Crossing Rule, and XH-Search -- Performance and Prediction: Bayesian Modelling of Fallible Choice in Chess -- Plans, Patterns, and Move Categories Guiding a Highly Selective Search -- 6-Man Chess and Zugzwangs -- Solving Kriegspiel Endings with Brute Force: The Case of KR vs. K -- Conflict Resolution of Chinese Chess Endgame Knowledge Base -- On Drawn K-In-A-Row Games -- Optimal Analyses for 3×n AB Games in the Worst Case -- Automated Discovery of Search-Extension Features -- Deriving Concepts and Strategies from Chess Tablebases -- Incongruity-Based Adaptive Game Balancing -- Data Assurance in Opaque Computations. |
Record Nr. | UNINA-9910484836703321 |
New York, : Springer, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Advances in computer games : 11th international conference, ACG 2005, Taipei, Taiwan, September 6-9, 2005 : revised papers / / H. Jaap van den Herik ... [et al.] (eds.) |
Edizione | [1st ed. 2006.] |
Pubbl/distr/stampa | Berlin, : Springer, 2006 |
Descrizione fisica | 1 online resource (XIV, 273 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) | HerikJaap van den |
Collana |
Lecture notes in computer science
LNCS sublibrary. SL 1, Theoretical computer science and general issues |
Soggetto topico |
Computer games - Programming
Artificial intelligence |
ISBN | 3-540-48889-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Innovative Opening-Book Handling -- Partial Information Endgame Databases -- Automatic Generation of Search Engines -- RSPSA: Enhanced Parameter Optimization in Games -- Similarity Pruning in PrOM Search -- Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons -- Recognizing Seki in Computer Go -- Move-Pruning Techniques for Monte-Carlo Go -- A Phantom-Go Program -- Dual Lambda Search and Shogi Endgames -- Chunking in Shogi: New Findings -- King Race -- The Graph-History Interaction Problem in Chinese Chess -- A New Family of k-in-a-Row Games -- Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie -- Player Modeling, Search Algorithms and Strategies in Multi-player Games -- Solving Probabilistic Combinatorial Games -- On Colored Heap Games of Sumbers -- An Event-Based Pool Physics Simulator -- Optimization of a Billiard Player – Position Play. |
Altri titoli varianti | ACG 2005 |
Record Nr. | UNINA-9910484301603321 |
Berlin, : Springer, 2006 | ||
Materiale a stampa | ||
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 |
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 | ||
Hoboken, New Jersey : , : Wiley, , 2017 | ||
Materiale a stampa | ||
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 | ||
Hoboken, New Jersey : , : Wiley, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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