Multiplayer Gaming and Engine Coding for the Torque Game Engine
Title | Multiplayer Gaming and Engine Coding for the Torque Game Engine PDF eBook |
Author | Edward F. Maurina |
Publisher | CRC Press |
Pages | 444 |
Release | 2008-05-09 |
Genre | Computers |
ISBN | 1439871124 |
Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine
Transactions on Computational Science XII
Title | Transactions on Computational Science XII PDF eBook |
Author | Alexei Sourin |
Publisher | Springer |
Pages | 290 |
Release | 2011-07-27 |
Genre | Computers |
ISBN | 3642223362 |
The 12th issue of the Transactions on Computational Science journal, edited by Alexei Sourin and Olga Sourina, is devoted to the topic of cyberworlds. The 13 papers in the volume constitute revised and extended versions of a selection of contributions presented at CW 2010, the 20th International Conference on Cyberworlds, held in Singapore in October 2010. The selected papers span the areas of tangible interfaces, emotion recognition, haptic modeling, decision making under uncertainty, reliability measures, use of biometrics for avatar recognition, cybernavigation, multiuser virtual environments, spatial data sampling, web visualization, and interactive character animation system design.
Mobile Game Design Essentials
Title | Mobile Game Design Essentials PDF eBook |
Author | Dr. Claudio Scolastici |
Publisher | Packt Publishing Ltd |
Pages | 521 |
Release | 2013-11-21 |
Genre | Computers |
ISBN | 1849692998 |
A step-by-step guide.This book is for all game developers, designers, and hobbyists who want to create assets for mobile games
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Title | Proceedings of the Sixth Australasian Conference on Interactive Entertainment PDF eBook |
Author | Malcolm Ryan |
Publisher | Yusuf Pisan |
Pages | 105 |
Release | 2009-12-17 |
Genre | Computers |
ISBN | 1450300103 |
IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Book Review Index - 2009 Cumulation
Title | Book Review Index - 2009 Cumulation PDF eBook |
Author | Dana Ferguson |
Publisher | Book Review Index Cumulation |
Pages | 1304 |
Release | 2009-08 |
Genre | Language Arts & Disciplines |
ISBN | 9781414419121 |
Book Review Index provides quick access to reviews of books, periodicals, books on tape and electronic media representing a wide range of popular, academic and professional interests. The up-to-date coverage, wide scope and inclusion of citations for both newly published and older materials make Book Review Index an exceptionally useful reference tool. More than 600 publications are indexed, including journals and national general interest publications and newspapers. Book Review Index is available in a three-issue subscription covering the current year or as an annual cumulation covering the past year.
Getting Started with Unity 5.x 2D Game Development
Title | Getting Started with Unity 5.x 2D Game Development PDF eBook |
Author | Francesco Sapio |
Publisher | Packt Publishing Ltd |
Pages | 472 |
Release | 2017-02-10 |
Genre | Computers |
ISBN | 1784393290 |
Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book Build a complete and exciting 2D Tower Defense game from scratch. Understand and learn to perform each phase of the game development pipeline Homework and exercises to improve your skills and take them to the next level Who This Book Is For If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure. What You Will Learn Import and set up assets for 2D game development Design and implement dynamic and responsive User Interfaces Create and handle complex animation systems Unlock all the potentiality of the physics engine Implement Artificial Intelligence algorithms to give intelligence to your NPCs Script gameplay and overall bring your ideas to life In Detail Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network. Style and approach This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book's content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!
Game Engine Architecture
Title | Game Engine Architecture PDF eBook |
Author | Jason Gregory |
Publisher | CRC Press |
Pages | 1042 |
Release | 2017-03-27 |
Genre | Computers |
ISBN | 135160564X |
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.