Filter
(found 1258 products)
Book cover image
Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with `locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as ...
Location-Based Gaming: Play in Public Space
Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with `locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokemon Go and its incorporation into `smart city' strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players' engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.
https://magrudy-assets.storage.googleapis.com/9789811306822.jpg
104.990000 USD

Location-Based Gaming: Play in Public Space

by Dale Leorke
Hardback
Book cover image
Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. - Richard Lemarchand, Interactive Media & Games Division, ...
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition
Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. - Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California --------------------------------------------------- This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don't radically alter the thing about the book that is great: a playcentric approach to game design. - Colleen Macklin, Associate Professor, Parsons The New School for Design --------------------------------------------------- Tracy Fullerton's Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use. - Warren Spector, Studio Director, OtherSide Entertainment --------------------------------------------------- Create the digital games you love to play. Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design. Tracy Fullerton is an award-winning game designer and educator with over 20 years of professional experience, most recently winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games at the USC School of Cinematic Arts and the Director of the USC Games Program, the #1 game design program in North America as ranked by the Princeton Review.
https://magrudy-assets.storage.googleapis.com/9781138098800.jpg
157.450000 USD
Hardback
Book cover image
Explore various recipes to build games using popular artificial intelligence techniques and algorithms such as Navmesh navigation A*, DFS, and UCB1 Key Features Explore different algorithms for creating decision-making agents that go beyond simple behaviors and movement Discover the latest features of the NavMesh API for scripting intelligent behaviour in ...
Unity 2018 Artificial Intelligence Cookbook: Over 90 recipes to build and customize AI entities for your games with Unity, 2nd Edition
Explore various recipes to build games using popular artificial intelligence techniques and algorithms such as Navmesh navigation A*, DFS, and UCB1 Key Features Explore different algorithms for creating decision-making agents that go beyond simple behaviors and movement Discover the latest features of the NavMesh API for scripting intelligent behaviour in your game characters Create games that are non-predictable and dynamic and have a high replayability factor Book DescriptionInteractive and engaging games come with intelligent enemies, and this intellectual behavior is combined with a variety of techniques collectively referred to as Artificial Intelligence. Exploring Unity's API, or its built-in features, allows limitless possibilities when it comes to creating your game's worlds and characters. This cookbook covers both essential and niche techniques to help you take your AI programming to the next level. To start with, you'll quickly run through the essential building blocks of working with an agent, programming movement, and navigation in a game environment, followed by improving your agent's decision-making and coordination mechanisms - all through hands-on examples using easily customizable techniques. You'll then discover how to emulate the vision and hearing capabilities of your agent for natural and humanlike AI behavior, and later improve the agents with the help of graphs. This book also covers the new navigational mesh with improved AI and pathfinding tools introduced in the Unity 2018 update. You'll empower your AI with decision-making functions by programming simple board games, such as tic-tac-toe and checkers, and orchestrate agent coordination to get your AIs working together as one. By the end of this book, you'll have gained expertise in AI programming and developed creative and interactive games. What you will learn Create intelligent pathfinding agents with popular AI techniques such as A* and A*mbush Implement different algorithms for adding coordination between agents and tactical algorithms for different purposes Simulate senses so agents can make better decisions, taking account of the environment Explore different algorithms for creating decision-making agents that go beyond simple behaviors and movement Create coordination between agents and orchestrate tactics when dealing with a graph or terrain Implement waypoints by making a manual selector Who this book is forThe Unity 2018 Artificial Intelligence Cookbook is for you if you are eager to get more tools under your belt to solve AI- and gameplay-related problems. Basic knowledge of Unity and prior knowledge of C# is an advantage.
https://magrudy-assets.storage.googleapis.com/9781788626170.jpg
47.240000 USD

Unity 2018 Artificial Intelligence Cookbook: Over 90 recipes to build and customize AI entities for your games with Unity, 2nd Edition

by Jorge Palacios
Paperback / softback
Book cover image
Get ready for a fun-filled experience of learning Java by developing games for the Android platform Key Features Learn Java, Android, and object-oriented programming from scratch Build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and a 2D Scrolling Shooter Create and design your own games, such as ...
Learning Java by Building Android Games: Learn Java and Android from scratch by building six exciting games, 2nd Edition
Get ready for a fun-filled experience of learning Java by developing games for the Android platform Key Features Learn Java, Android, and object-oriented programming from scratch Build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and a 2D Scrolling Shooter Create and design your own games, such as an open-world platform game Book DescriptionAndroid is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn't assume that you already have Java proficiency. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P. At each stage, you will put what you've learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game. By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform. What you will learn Set up a game development environment in Android Studio Implement screen locking, screen rotation, pixel graphics, and play sound effects Respond to a player's touch, and program intelligent enemies who challenge the player in different ways Learn game development concepts, such as collision detection, animating sprite sheets, simple tracking and following, AI, parallax backgrounds, and particle explosions Animate objects at 60 frames per second (FPS) and manage multiple independent objects using Object-Oriented Programming (OOP) Understand the essentials of game programming, such as design patterns, object-oriented programming, Singleton, strategy, and entity-component patterns Learn how to use the Android API, including Activity lifecycle, detecting version number, SoundPool API, Paint, Canvas, and Bitmap classes Build a side-scrolling shooter and an open world 2D platformer using advanced OOP concepts and programming patterns Who this book is forLearning Java by Building Android Games is for you if you are completely new to Java, Android, or game programming and want to make Android games. This book also acts as a refresher for those who already have experience of using Java on Android or any other platform without game development experience.
https://magrudy-assets.storage.googleapis.com/9781788839150.jpg
47.240000 USD

Learning Java by Building Android Games: Learn Java and Android from scratch by building six exciting games, 2nd Edition

by John Horton
Paperback / softback
Book cover image
In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2018 game engine at the heart of Ori and the Blind Forest, Firewatch, Monument Valley, and many other sizzling-hot games! This book's straightforward, step-by-step approach teaches ...
Unity 2018 Game Development in 24 Hours, Sams Teach Yourself
In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2018 game engine at the heart of Ori and the Blind Forest, Firewatch, Monument Valley, and many other sizzling-hot games! This book's straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and Tips point out shortcuts and solutions Learn how to... Get up and running fast with the Unity 2018 game engine and editor Work efficiently with Unity's graphical asset pipeline Make the most of lights and cameras Sculpt stunning worlds with Unity's terrain and environmental tools Script tasks ranging from capturing input to building complex behaviors Quickly create repeatable, reusable game objects with prefabs Implement easy, intuitive game user interfaces Control players through built-in and custom character controllers Build realistic physical and trigger collisions Leverage the full power of Unity's Animation and new Timeline systems Integrate complex audio into your games Use mobile device accelerometers and multi-touch displays Build engaging 2D games with Unity's 2D tools and Tilemap Apply the finishing touches and deploy your games
https://magrudy-assets.storage.googleapis.com/9780134998138.jpg
63.12 USD

Unity 2018 Game Development in 24 Hours, Sams Teach Yourself

by Mike Geig
Paperback / softback
Book cover image
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used ...
Real-Time Rendering, Fourth Edition
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
https://magrudy-assets.storage.googleapis.com/9781138627000.jpg
119.43 USD

Real-Time Rendering, Fourth Edition

by Naty Hoffman, Eric Haines, Tomas Akenine-Moller
Hardback
Book cover image
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong ...
The Video Games Textbook: History * Business * Technology
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.
https://magrudy-assets.storage.googleapis.com/9780815390916.jpg
196.22 USD

The Video Games Textbook: History * Business * Technology

by Brian J. Wardyga
Hardback
Book cover image
Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. - Richard Lemarchand, Interactive Media & Games Division, ...
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition
Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. - Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California --------------------------------------------------- This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don't radically alter the thing about the book that is great: a playcentric approach to game design. - Colleen Macklin, Associate Professor, Parsons The New School for Design --------------------------------------------------- Tracy Fullerton's Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use. - Warren Spector, Studio Director, OtherSide Entertainment --------------------------------------------------- Create the digital games you love to play. Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design. Tracy Fullerton is an award-winning game designer and educator with over 20 years of professional experience, most recently winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games at the USC School of Cinematic Arts and the Director of the USC Games Program, the #1 game design program in North America as ranked by the Princeton Review.
https://magrudy-assets.storage.googleapis.com/9781138098770.jpg
92.13 USD

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition

by Tracy Fullerton
Paperback / softback
Book cover image
The animation studio United Productions of America (UPA) was able to challenge Disney supremacy in the 1950s entertainment market by creating cutting-edge animated cartoons. UPA films express a simplified audiovisual language consisting of stylized layout designs, asymmetrical compositions, colors applied flatly and in contrast with each other, limited animation and ...
Redesigning Animation: United Productions of America
The animation studio United Productions of America (UPA) was able to challenge Disney supremacy in the 1950s entertainment market by creating cutting-edge animated cartoons. UPA films express a simplified audiovisual language consisting of stylized layout designs, asymmetrical compositions, colors applied flatly and in contrast with each other, limited animation and a minimalist use of sound effects. UPA artists developed this innovative style by assimilating those aesthetic features already expressed by Modern painters, graphic designers and advertisers. This book considers UPA films as Modern animations, because they synthesize a common minimalist tendency that was occurring in US animation during the 1940s and 1950s. It examines the conditions under which UPA studio flourished and the figure of its executive producer Stephen Bosustow; the influence of Modernist stylistic features of painting, graphic design and poster advertising on UPA animations; and UPA animated cartoons as case studies of a simplified audiovisual language that influenced 1950s-1960s international productions.
https://magrudy-assets.storage.googleapis.com/9780815381792.jpg
196.22 USD

Redesigning Animation: United Productions of America

by Cinzia Bottini
Hardback
Book cover image
Experience Lara Croft's defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. As she races to save the world from a Maya apocalypse, Lara will ultimately be forged into the ...
Shadow of the Tomb Raider The Official Art Book
Experience Lara Croft's defining moment as she becomes the Tomb Raider. In Shadow of the Tomb Raider, Lara must master a deadly jungle, overcome terrifying tombs, and persevere through her darkest hour. As she races to save the world from a Maya apocalypse, Lara will ultimately be forged into the Tomb Raider she is destined to be. The Shadow of The Tomb Raider Official Art Book features exclusive concept art and developer interviews detailing the climactic conclusion of Lara Croft's origin story where she will experience her defining moment in becoming the Tomb Raider.
https://magrudy-assets.storage.googleapis.com/9781785659492.jpg
51.18 USD

Shadow of the Tomb Raider The Official Art Book

by Paul Davies
Hardback
Book cover image
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of ...
Game Engine Architecture, Third Edition
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
https://magrudy-assets.storage.googleapis.com/9781138035454.jpg
119.43 USD

Game Engine Architecture, Third Edition

by Jason Gregory
Hardback
Book cover image
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game: ...
Reverse Design: Diablo II
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game: How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes? What are the different types of randomness in Diablo II and how do they work? How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?
https://magrudy-assets.storage.googleapis.com/9781138323278.jpg
52.88 USD

Reverse Design: Diablo II

by Patrick Holleman
Paperback / softback
Book cover image
Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals ...
Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences
Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
https://magrudy-assets.storage.googleapis.com/9781138631571.jpg
196.22 USD

Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences

by George Kalmpourtzis
Hardback
Book cover image
A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0 Key Features Learn the art of developing cross-platform games Leverage Godot's node and scene system to design robust, reusable game objects Integrate Blender easily and efficiently with Godot to create powerful 3D ...
Godot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0
A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0 Key Features Learn the art of developing cross-platform games Leverage Godot's node and scene system to design robust, reusable game objects Integrate Blender easily and efficiently with Godot to create powerful 3D games Book DescriptionGodot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0. What you will learn Get started with the Godot game engine and editor Organize a game project Import graphical and audio assets Use Godot's node and scene system to design robust, reusable game objects Write code in GDScript to capture input and build complex behaviors Implement user interfaces to display information Create visual effects to spice up your game Learn techniques that you can apply to your own game projects Who this book is forGodot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.
https://magrudy-assets.storage.googleapis.com/9781788831505.jpg
41.990000 USD

Godot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0

by Chris Bradfield
Paperback / softback
Book cover image
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, ...
Procedural Content Generation in Games
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
https://magrudy-assets.storage.googleapis.com/9783319826431.jpg
73.490000 USD

Procedural Content Generation in Games

by Mark J. Nelson, Julian Togelius, Noor Shaker
Paperback / softback
Book cover image
Learn programming in Kotlin including data types, flow control, lambdas, object-oriented, and functional programming while building 3 Android Apps Key Features Experience the gentle learning curve of Kotlin as you develop your own applications Learn how to integrate Kotlin into Android Studio 3 and use it in your projects Build ...
Learning Kotlin by building Android Applications: Explore the fundamentals of Kotlin by building real-world Android applications
Learn programming in Kotlin including data types, flow control, lambdas, object-oriented, and functional programming while building 3 Android Apps Key Features Experience the gentle learning curve of Kotlin as you develop your own applications Learn how to integrate Kotlin into Android Studio 3 and use it in your projects Build real-world applications such as Googly Eyes and games using Kotlin Book DescriptionToday Kotlin is an official programming language for Android development and is widely adopted. Kotlin is expressive, concise, and powerful. It also ensures seamless interoperability with existing Android languages like JAVA and C++, which means that it's even easier for developers to use. This book adopts a project-style approach, where we focus on teaching Android development by building three different Android Application: a Tic-Tac-Toe application, a location- based alarm and a To-Do list application. The book begins by giving you a strong grasp of the Kotlin language and its APIs as a preliminary to building stunning applications for Android. You'll learn to set up an environment and as you progress through the chapters and the building of the different applications, the difficulty level will steadily grow. The book also introduces you to the Android Studio IDE, which plays an integral role in Android Development. It covers Kotlin's basic programming concepts such as functions, lambdas, properties, object-oriented code, safety aspects and type parameterization, testing, and concurrency, and helps you write Kotlin code to production. Finally, you'll be taken through the process of releasing your app on the Google Play Store. You will also be introduced to other app distribution channels such as Amazon App Store. As a bonus chapter, you will also learn how to use the Google Faces API to detect faces and add fun functionalities. What you will learn Learn the basics of using the Android Studio IDE and a number of basic programming concepts in Kotlin Discover Android development by building Android apps with Kotlin Uncover some amazing features of Kotlin that give it the upper hand over Java Learn about Kotlin interoperability with Java Integrate Crashlytics for crash reporting and beta testing. Use Google Location services and understand various APIs available for getting user location updates Understand the principles of networking and communication. Learn about the usage of third-party libraries for loading of data Automate your build process with continuous integration tools Who this book is forIf you are completely new to Kotlin or the Android platform and need to publish Android applications for fun or for business purposes, but you have no clue where to start, then this book is for you. This book is also for advanced Android developers who want to learn to use Kotlin instead of/alongside Java for Android development, although having some programming experience would be helpful.
https://magrudy-assets.storage.googleapis.com/9781788474641.jpg
47.240000 USD

Learning Kotlin by building Android Applications: Explore the fundamentals of Kotlin by building real-world Android applications

by Natarajan Raman, Eunice Adutwumwaa Obugyei
Paperback / softback
Book cover image
In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, ...
Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0
In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, and networked games. Godot's co-creator and main contributorwalk you through building three complete games, offering advanced techniques you won't find anywhere else. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Godot engine programming tasks and techniques Practical, hands-on examples show you how to apply what you learn Quizzes and exercises help you test your knowledge and stretch your skills Notes and tips point out shortcuts, solutions, and problems to avoid Learn how to... * Install Godot, create projects, and use the visual editor * Master the scene system, and organize games with Scene Trees * Create 2D graphics, 3D graphics, and animations * Use basic and advanced scripting to perform many game tasks * Process player input from any source * Control game flow, configurations, and resources * Maximize realism with Godot's physics and particle systems * Make the most of 3D shaders, materials, lighting, and shadows * Control effects and post-processing * Build richer, more sophisticated game universes with viewports * Develop networked games, from concepts to communication and input * Export games to the devices you've targeted * Integrate native code, third-party APIs, and engine extensions (bonus chapter)
https://magrudy-assets.storage.googleapis.com/9780134835099.jpg
61.41 USD

Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0

by George Marques, Ariel Manzur
Paperback / softback
Book cover image
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction ...
Introduction to Computer Graphics with OpenGL ES
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.
https://magrudy-assets.storage.googleapis.com/9781498748926.jpg
119.43 USD

Introduction to Computer Graphics with OpenGL ES

by JungHyun Han
Hardback
Book cover image
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary ...
Exploring Representation in Evolutionary Level Design
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
https://magrudy-assets.storage.googleapis.com/9781681733302.jpg
68.200000 USD

Exploring Representation in Evolutionary Level Design

by Daniel Ashlock
Paperback / softback
Book cover image
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary ...
Exploring Representation in Evolutionary Level Design
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
https://magrudy-assets.storage.googleapis.com/9781681733326.jpg
89.200000 USD

Exploring Representation in Evolutionary Level Design

by Daniel Ashlock
Hardback
Book cover image
At a time when magic seems nothing more than a distant memory, when metal and technology reign supreme, a group of rebels rise up to oppose a demonic empire and the jester turned king. Final Fantasy VI reached the height of RPG greatness, straddling the old and new generations and ...
The Legend of Final Fantasy VI
At a time when magic seems nothing more than a distant memory, when metal and technology reign supreme, a group of rebels rise up to oppose a demonic empire and the jester turned king. Final Fantasy VI reached the height of RPG greatness, straddling the old and new generations and witness to the handover of power. Fans will be delighted to discover little-known facts detailing the compilation's origins, storyline, and decryption.
https://magrudy-assets.storage.googleapis.com/9782377840304.jpg
39.07 USD

The Legend of Final Fantasy VI

by Pierre Maugein
Hardback
Book cover image
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of ...
Game Devs & Others: Tales from the Margins
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you're not part of the supposed majority .
https://magrudy-assets.storage.googleapis.com/9781138559011.jpg
66.53 USD

Game Devs & Others: Tales from the Margins

Paperback / softback
Book cover image
Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming ...
Building Games with Ethereum Smart Contracts: Intermediate Projects for Solidity Developers
Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming theory. From there, you will move onto sample projects that use smart contract engineering to create fun casino-style games that you can deploy and test on your friends and colleagues with real ether. All games are provably fair and auditable, so that players know the house won't always win! Ideal for any reader with exposure to Ethereum, the techniques this book teaches are applicable to game developers, software engineers, web developers, and cryptocurrency enthusiasts. What You'll Learn Use various features and best practices for smart contract programming in Ethereum and Solidity Develop and deploy games of chance, similar to the kind you'd find in a casino Create fun, easy projects with Ethereum lntegrate the Ethereum blockchain into games Who This Book Is For Entry-level programmers with some exposure to Ethereum; game developers, Blockchain and cryptocurrency enthusiasts looking to add Ethereum and Solidity development to their skill set; software engineers and Web developers
https://magrudy-assets.storage.googleapis.com/9781484234914.jpg
51.18 USD

Building Games with Ethereum Smart Contracts: Intermediate Projects for Solidity Developers

by Chris Dannen, Kedar Iyer
Paperback
Book cover image
Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key Features A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D Build experiences with interactable objects, physics, UI, animations, C# scripting, ...
Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition
Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key Features A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D Build experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity features Explore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling Book DescriptionUnity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity. What you will learn Create 3D scenes with Unity and other 3D tools while learning about world space and scale Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream Interact with virtual objects using eye gaze, hand controllers, and user input events Move around your VR scenes using locomotion and teleportation Implement an audio fireball game using physics and particle systems Implement an art gallery tour with teleportation and data info Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is forIf you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.
https://magrudy-assets.storage.googleapis.com/9781788478809.jpg
52.490000 USD

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition

by Jonathan Linowes
Paperback / softback
Book cover image
Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. Key Features Develop a game UI with both technical and aesthetic considerations Use all the UI elements provided by ...
Mastering UI Development with Unity: An in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018
Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. Key Features Develop a game UI with both technical and aesthetic considerations Use all the UI elements provided by Unity's UI system Step-by-step examples of creating user interface components in the top game genres Book DescriptionA functional UI is an important component for player interaction in every type of video game. Along with imparting crucial statistical information to the player, the UI is also the window through which the player engages with the world established by the game. Unity's tools give you the opportunity to create complex and attractive UIs to make your game stand out. This book helps you realize the full potential of Unity's powerful tools to create the best UI for your games by walking you through the creation of myriad user interface components. Learn how to create visually engaging heads-up-displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches how to lay out visual elements, but also how to program these features and implement them across multiple games of varying genres. While working through the examples provided, you will learn how to develop a UI that scales to multiple screen resolutions, so your game can be released on multiple platforms with minimal changes. What you will learn Design principles and patterns for laying out elements in your UI Techniques that allow your UI to scale appropriately in different resolutions How to use automatic layouts to streamline your UI building process Properties of the Event System and how to appropriately hook events to your UI elements Access the components and properties of UI elements via code Implement all of Unity's built-in UI elements as well as those provided by TextMeshPro Develop key UI components that are popularly used in multiple game genres Add visual flare to user interfaces with the use of animation and particle effects Create a UI that displays in the Screen Space as well as World Space Who this book is forThis book is for anyone keen to improve their games via a great user interface with Unity's UI system. If you're looking for a book that explains how to develop specific user interfaces or that thoroughly explains how each of the individual Unity components work, this book is for you.
https://magrudy-assets.storage.googleapis.com/9781787125520.jpg
47.240000 USD

Mastering UI Development with Unity: An in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018

by Ashley Godbold
Paperback / softback
Book cover image
Bad Ass: Notebook Large Size 8.5 X 11 Ruled 150 Pages
https://magrudy-assets.storage.googleapis.com/9781723125393.jpg
7.340000 USD

Bad Ass: Notebook Large Size 8.5 X 11 Ruled 150 Pages

by Wild Pages Press
Paperback / softback
Book cover image
Postmortems: Selected Essays Volume One
https://magrudy-assets.storage.googleapis.com/9780996793742.jpg
62.990000 USD

Postmortems: Selected Essays Volume One

by Raph Koster
Paperback
Book cover image
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. ...
Game Programming in C++: Creating 3D Games
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav's game programming courses at USC, it's fun, easy, practical, hands-on, and complete. Step by step, you'll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You'll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you're a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You'll master the language that top studios are hiring for--and that's a proven route to success.
https://magrudy-assets.storage.googleapis.com/9780134597201.jpg
68.24 USD

Game Programming in C++: Creating 3D Games

by Sanjay Madhav
Paperback / softback
Book cover image
Designing and Developing Robust Instructional Apps advances the state of instructional app development using three learning paradigms for building knowledge foundations, problem-solving, and experimentation. Drawing on research and development lessons gleaned from noted educational technologists, time-tested systematic instructional design processes, and results from user experience design, the book considers the ...
Designing and Developing Robust Instructional Apps
Designing and Developing Robust Instructional Apps advances the state of instructional app development using three learning paradigms for building knowledge foundations, problem-solving, and experimentation. Drawing on research and development lessons gleaned from noted educational technologists, time-tested systematic instructional design processes, and results from user experience design, the book considers the planning and specification of instructional apps that blend media (text, images, sound, and moving pictures) and instructional method. Further, for readers with little to no programming experience, introductory treatments of JavaScript and Python, along with data fundamentals and machine learning techniques, offer a guided journey that produces robust instructional apps and concludes with next steps for advancing the state of instructional app development.
https://magrudy-assets.storage.googleapis.com/9781138303188.jpg
45.100000 USD

Designing and Developing Robust Instructional Apps

by Kenneth J. Luterbach
Paperback / softback
Book cover image
Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works ...
Multiplayer Online Games: Origins, Players, and Social Dynamics
Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.
https://magrudy-assets.storage.googleapis.com/9780815392873.jpg
157.450000 USD

Multiplayer Online Games: Origins, Players, and Social Dynamics

by Guo Freeman
Hardback
Page 1 of 40