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AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910453102803321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910779586903321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 9781849518994
1849518998
9781283970891
1283970899
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910969912603321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Angry Birds 2 Guia de Jogo
Angry Birds 2 Guia de Jogo
Autore Entertainment Hiddenstuff
Edizione [1st ed.]
Pubbl/distr/stampa TBD : , : Babelcube Inc, , 2016
Descrizione fisica 1 online resource (213 p.)
Altri autori (Persone) de Jesus Magalhães SantosGerlon
Soggetto topico Angry Birds (Game)
Mobile games
ISBN 1-5071-5538-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione por
Record Nr. UNINA-9910155640603321
Entertainment Hiddenstuff  
TBD : , : Babelcube Inc, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Angry Birds Fight! Guia Não Oficial, Dicas, Truques e Segredos Do Jogo
Angry Birds Fight! Guia Não Oficial, Dicas, Truques e Segredos Do Jogo
Autore Abbott Joshua
Edizione [1st ed.]
Pubbl/distr/stampa Bielefeld : , : Babelcube Inc, , 2016
Descrizione fisica 1 online resource (1000 p.)
Altri autori (Persone) HenningHenrique
Soggetto topico Video games
Mobile games
ISBN 1-5071-5424-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione por
Record Nr. UNINA-9910155472103321
Abbott Joshua  
Bielefeld : , : Babelcube Inc, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Angry Birds Fight! Guía Paso a Paso No Oficial, Tips, Trucos, y Secretos Del Juego
Angry Birds Fight! Guía Paso a Paso No Oficial, Tips, Trucos, y Secretos Del Juego
Autore Abbott Joshua
Edizione [1st ed.]
Pubbl/distr/stampa Bielefeld : , : Babelcube Inc, , 2016
Descrizione fisica 1 online resource (1000 p.)
Disciplina 794.8
Altri autori (Persone) Castro HernándezEmmanuel
Soggetto topico Angry Birds (Game)
Mobile games
ISBN 1-5071-5421-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Nota di contenuto Página de Titulo -- Página de Copyright -- Angry Birds Fight! Guía Paso a Paso no Oficial, Tips, Trucos, y Secretos del Juego -- ¡Angry Birds Fight! Guía Paso a Paso no Oficial, Tips, Trucos, y Secretos del Juego | Derechos de Autor 2016 por TheYuw | Tercera Edición, Notas de Autorización -- Índice -- Preámbulo -- Cómo instalar el juego para Kindle -- How to Install the Game for the iPad/iPhone -- Cómo instalar el Juego para Dispositivos Android -- Cómo instalarlo para Windows Phone -- Cómo instalarlo para Windows 8 -- How to Install for Blackberry -- Cómo Instalarlo para Nook -- Cómo instalar el juego en tu PC -- Introducción -- Comienzo -- Estrategias y Tips -- Códigos de pájaros -- Cine -- Estrategias Avanzadas -- Guías de videos paso a paso -- Consejos Rápidos -- Conclusión -- Bonus Gratis para Nuestros Lectores -- CLIC AQUÍ PARA OBTENER TU BONUS GRATIS
Record Nr. UNINA-9910155472403321
Abbott Joshua  
Bielefeld : , : Babelcube Inc, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Asphalt 8 Airborne Wiki, Trucos, Armeria, Descarga De La Guia No Oficial
Asphalt 8 Airborne Wiki, Trucos, Armeria, Descarga De La Guia No Oficial
Pubbl/distr/stampa HSE Games
Descrizione fisica 1 online resource (1000 p.)
Altri autori (Persone) AbbottJosh
HernandezEmmanuel Castro
Soggetto topico Mobile games
Video games
ISBN 1-5071-5194-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910155474403321
HSE Games
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Clash of Clans Spielführer
Clash of Clans Spielführer
Autore Abbott Joshua
Edizione [1st ed.]
Pubbl/distr/stampa Bielefeld : , : Babelcube Inc, , 2016
Descrizione fisica 1 online resource (62 p.)
Disciplina 794.8
Altri autori (Persone) SchalzSabrina
Soggetto topico Mobile games
Free-to-play games
ISBN 1-5071-5335-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Record Nr. UNINA-9910156438703321
Abbott Joshua  
Bielefeld : , : Babelcube Inc, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Color Switch Juego en línea la Guía No Oficial
Color Switch Juego en línea la Guía No Oficial
Autore Yuw The
Edizione [1st ed.]
Pubbl/distr/stampa Bielefeld : , : THE YUW, , 2016
Descrizione fisica 1 online resource (1000 p.)
Altri autori (Persone) ABAD ROMERODafne
Soggetto topico Video games
Mobile games
ISBN 1-5071-5341-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910155470703321
Yuw The  
Bielefeld : , : THE YUW, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Autore Fernandez Michelle M
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.8/1526
794.81
Collana Learn by doing : less theory, more results
Soggetto topico Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-280-68647-2
9786613663412
1-84969-189-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started With Corona SDK; Downloading and installing Corona; Time for action - setting up and activating Corona on Mac OS X; Time for action - setting up and activating Corona on Windows; Using the simulator on Mac and Windows; Time for action - viewing a sample project in the simulator; Choosing a text editor; Developing on devices; Time for action - downloading and installing Xcode; Time for action - creating a Hello World application in two lines of code
Time for action - modifying our applicationTime for action - applying a new font name to your application; Testing our application on an iOS device; Time for action - obtaining the iOS developer certificate; Adding iOS devices; Xcode; iTunes; Time for action - adding/registering your iOS device; Time for action - creating an App ID; Provisioning Profiles; Time for action - creating a Provisioning Profile; Application icon; Creating the Hello World build for iOS; Time for action - creating an iOS build; Time for action - loading an app on your iOS device
Testing our application on an Android deviceCreating the Hello World build for Android; Time for action - creating an Android build; Time for action - loading an app on your Android device; Summary; Chapter 2: Lua Crash Course and the Corona Framework; Lua to the rescue; Valuable variables; Global variables; Local variables; Table fields (properties); Assignment conventions; Types of values; Time for action - printing values using blocks; Expressions; Arithmetic operators; Relational operators; Logical operators; Concatenation; Length operator; Precedence; Strings; Quoting strings
Time for action - getting our hands full of stringsTables; Passing a table as an array; Altering contents in a table; Populating a table; Objects; Display objects; Display properties; Object methods; Images; Loading an image; Image autoscaling; Time for action - placing images on screen; Runtime configuration; Dynamic content scaling; Dynamic content alignment; Dynamic image resolution; Frame rate control and anti-aliasing; Time for action - scaling display objects on multiple devices; Dynamic resolution images; Time for some shapes; Applying stroke width, fill color, and stroke color
Text, text, textApplying color and string value; Functions; Defining a function; More display functions; Content size properties; Optimizing your workflow; Using memory efficiently; Optimizing your display images; Summary; Chapter 3: Building our First Game: Breakout; Breakout-bringing back old-school gaming; Understanding Corona physics API; Setting up the physics world; Starting, pausing, and stopping physics; physics.setGravity; physics.getGravity; Tilt-based gravity; physics.setScale; physics.setDrawMode; physics.setPositionIterations; physics.setVelocityIterations
Configuring the application
Record Nr. UNINA-9910461766503321
Fernandez Michelle M  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui