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Introduction to Unity ML-Agents : understand the interplay of neural networks and simulation space using the Unity ML-Agents Package / / Dylan Engelbrecht
Introduction to Unity ML-Agents : understand the interplay of neural networks and simulation space using the Unity ML-Agents Package / / Dylan Engelbrecht
Autore Engelbrecht Dylan
Edizione [1st ed. 2023.]
Pubbl/distr/stampa New York, New York : , : Apress L. P., , [2023]
Descrizione fisica 1 online resource (213 pages)
Disciplina 060
Soggetto topico Video games - Programming
Machine learning
Application software - Development
ISBN 1-4842-8998-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: History of AI and Where We Are Today -- Chapter 3: The Future of AI and Ethical Implications -- Chapter 4: Dopamine for Machines -- Chapter 5: ML-Agents Setup -- Chapter 6: Unity ML-Agents -- Chapter 7: Creating Your First AI in Unity -- Chapter 8: Solve a Challenge with AI.-Chapter 9: Next Steps.
Record Nr. UNINA-9910647395403321
Engelbrecht Dylan  
New York, New York : , : Apress L. P., , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
An Introduction to Unreal Engine 4 / / Andrew Sanders
An Introduction to Unreal Engine 4 / / Andrew Sanders
Autore Sanders Andrew <1934->
Pubbl/distr/stampa Boca Raton, FL : , : CRC Press, , [2017]
Descrizione fisica 1 online resource (270 pages) : color illustrations
Disciplina 794.8/1526
Soggetto topico Video games - Programming
UnrealScript (Computer program language)
ISBN 1-4987-6542-4
1-315-38255-5
1-4987-6510-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Project type selection and start-up -- 2. An overview of the level design process - 3. Blocking your first level -- 4. Finishing the blocking of your level -- 5. Exploring blueprints -- 6. Materials -- 7. Lighting concepts -- 8. Blueprint animation -- 9. Populating your level -- 10. Particle systems -- 11. Advanced blueprint techniques -- 12. Working with landscapes.
Record Nr. UNINA-9910136138403321
Sanders Andrew <1934->  
Boca Raton, FL : , : CRC Press, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
iPhone game blueprints / / Igor Uduslivii
iPhone game blueprints / / Igor Uduslivii
Autore Uduslivii Igor
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 005.26
Collana Community experience distilled
Soggetto topico Video games - Programming
iPhone (Smartphone) - Programming
ISBN 1-84969-027-8
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: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality
Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects
Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter
ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist
Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues
Dialogues
Record Nr. UNINA-9910790721503321
Uduslivii Igor  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
iPhone game blueprints / / Igor Uduslivii
iPhone game blueprints / / Igor Uduslivii
Autore Uduslivii Igor
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 005.26
Collana Community experience distilled
Soggetto topico Video games - Programming
iPhone (Smartphone) - Programming
ISBN 1-84969-027-8
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: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality
Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects
Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter
ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist
Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues
Dialogues
Record Nr. UNINA-9910817297403321
Uduslivii Igor  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Soggetto topico Video games - Programming
Video games - Design
Java (Computer program language)
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910786938303321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Soggetto topico Video games - Programming
Video games - Design
Java (Computer program language)
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910806237803321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
Autore Edén Rickard
Pubbl/distr/stampa Birmingham, England : , : [Packt] Publishing, , 2014
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Soggetto topico Video games - Design
Video games - Programming
Java (Computer program language)
ISBN 1-78328-648-2
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: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter - Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control
Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space
Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation - leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation - edge check; Aligning feet with ground - inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing - vision; Sensing - hearing
Decision making - Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding - using NavMesh; Controlling groups of AI; Pathfinding - our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client
Handling basic messagingMaking a networked game - Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction
Creating a muzzle flash using ParticleEmitter
Record Nr. UNINA-9910786505103321
Edén Rickard  
Birmingham, England : , : [Packt] Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
jMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development / / Rickard Edén
Autore Edén Rickard
Pubbl/distr/stampa Birmingham, England : , : [Packt] Publishing, , 2014
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Soggetto topico Video games - Design
Video games - Programming
Java (Computer program language)
ISBN 1-78328-648-2
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: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter - Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control
Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space
Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation - leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation - edge check; Aligning feet with ground - inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing - vision; Sensing - hearing
Decision making - Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding - using NavMesh; Controlling groups of AI; Pathfinding - our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client
Handling basic messagingMaking a networked game - Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction
Creating a muzzle flash using ParticleEmitter
Record Nr. UNINA-9910809479603321
Edén Rickard  
Birmingham, England : , : [Packt] Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Autore Silveira Rodrigo
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (374 p.)
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-84969-603-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910786937903321
Silveira Rodrigo  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Learn HTML5 by creating fun games [[electronic resource] /] / Rodrigo Silveira
Autore Silveira Rodrigo
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (374 p.)
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-84969-603-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910811852303321
Silveira Rodrigo  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui