Game Programming Tricks of the Trade

Game Programming Tricks of the Trade
Title Game Programming Tricks of the Trade PDF eBook
Author Lorenzo D. Phillips
Publisher Muska & Lipman Publishing
Pages 1046
Release 2002
Genre Computers
ISBN 9781931841696

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Every topic covered in this book can be directly applied to games that cross genres. The CD includes trial versions of Paintshop Pro 7, a compiler, a 3D modeling tool and more.

Neural Networks: Tricks of the Trade

Neural Networks: Tricks of the Trade
Title Neural Networks: Tricks of the Trade PDF eBook
Author Grégoire Montavon
Publisher Springer
Pages 753
Release 2012-11-14
Genre Computers
ISBN 3642352898

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The twenty last years have been marked by an increase in available data and computing power. In parallel to this trend, the focus of neural network research and the practice of training neural networks has undergone a number of important changes, for example, use of deep learning machines. The second edition of the book augments the first edition with more tricks, which have resulted from 14 years of theory and experimentation by some of the world's most prominent neural network researchers. These tricks can make a substantial difference (in terms of speed, ease of implementation, and accuracy) when it comes to putting algorithms to work on real problems.

Game Development 101

Game Development 101
Title Game Development 101 PDF eBook
Author Nikhil Malankar
Publisher Clever Fox Publishing
Pages 330
Release 2022-03-19
Genre Computers
ISBN

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Ever been fascinated by the game development industry and wanted to have a job in this field? This book serves as a perfect starting point for you as it answers the most commonly asked questions that you might have related to this field. This book is a simple compilation of the most commonly asked questions on my YouTube channel. I came to realise that although I have created tons of videos on my YouTube channel yet there have been instances wherein I have been asked the same questions that have already been covered on my channel. Therefore I thought it would be great to actually combine all the questions into a single book so that all the information is readily available and easily accessible in terms of chapters. My hope with this book is that it helps you know how this industry works and if you are an aspiring game developer then this book may help you to figure out a path for you. I have made sure not to sugar-coat things anywhere and it may feel at times that some parts of the book may seem discouraging for aspiring game developers, however, it is surely a tough industry to make your name in and if it is not presented in the way that it actually is then I would be doing a great disservice to the readers. I can assure you one thing though is that after you read this book you will surely get a proper clarity on how to get into this industry, survive and flourish as the paths presented in this book are proven and tested and I have shared all of these from my personal experiences being in this space.

CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints
Title CRYENGINE Game Development Blueprints PDF eBook
Author Richard Gerard Marcoux III
Publisher Packt Publishing Ltd
Pages 322
Release 2015-08-28
Genre Computers
ISBN 1784390100

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Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Educating Learning Technology Designers

Educating Learning Technology Designers
Title Educating Learning Technology Designers PDF eBook
Author Chris DiGiano
Publisher Taylor & Francis
Pages 371
Release 2008-11-19
Genre Education
ISBN 1135590826

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What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students — including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kids Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.

jMonkeyEngine 3.0 Cookbook

jMonkeyEngine 3.0 Cookbook
Title jMonkeyEngine 3.0 Cookbook PDF eBook
Author Rickard Edén
Publisher Packt Publishing Ltd
Pages 496
Release 2014-08-13
Genre Computers
ISBN 1783286482

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If you are a jMonkey developer or a Java developer who is interested to delve further into the game making process to expand your skillset and create more technical games, then this book is perfect for you.

Game AI Pro

Game AI Pro
Title Game AI Pro PDF eBook
Author Steven Rabin
Publisher CRC Press
Pages 630
Release 2013-09-11
Genre Computers
ISBN 1466565969

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Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games. The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.