{"title":"Games development and programming Books","description":"","products":[{"product_id":"captain-code-9780137653577","title":"Captain Code","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003e  \u003cb\u003eBen Forta\u003c\/b\u003e is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at ben@forta.com and invites you to visit him online at http:\/\/forta.com\/. \u003c\/div\u003e \u003cdiv\u003e  \u003cbr\u003e \u003c\/div\u003e \u003cdiv\u003e  \u003cbr\u003e \u003c\/div\u003e \u003cdiv\u003e  \u003cb\u003eShmuel Forta\u003c\/b\u003e is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writing\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\" This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that \u003ci\u003eCaptain Code\u003c\/i\u003e quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. \u003ci\u003eCaptain Code\u003c\/i\u003e is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom.\"   \u003ci\u003e---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the Year\u003c\/i\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction     xv      \u003cbr\u003e      \u003cb\u003ePART I:  IT'S ALL FUN AND GAMES     1\u003c\/b\u003e      \u003cbr\u003e      \u003cb\u003eChapter 1  Getting Started     3\u003c\/b\u003e      \u003cbr\u003e      Understanding Computer Programming     4      \u003cbr\u003e          What is a computer?     4      \u003cbr\u003e          How do we talk to computers?     5      \u003cbr\u003e          What is Python?     8      \u003cbr\u003e      Setting Things Up     9      \u003cbr\u003e          Installing Python     9      \u003cbr\u003e          Installing and Configuring Visual Studio Code     10      \u003cbr\u003e          Creating a Work Folder     13      \u003cbr\u003e      Writing Your First Python Program     15      \u003cbr\u003e          Selecting Your Work Folder     16      \u003cbr\u003e          It's Coding Time!     17      \u003cbr\u003e      Summary     19      \u003cbr\u003e      \u003cb\u003eChapter 2  Mad Libs     21\u003c\/b\u003e      \u003cbr\u003e      Understanding Functions     22      \u003cbr\u003e      Using Variables     23      \u003cbr\u003e          Creating a Variable     24      \u003cbr\u003e          Using a Variable     24      \u003cbr\u003e          Some Important Variable Rules     25      \u003cbr\u003e          Variables, More Variables, and Even More Variables     26      \u003cbr\u003e          Getting User Input     28      \u003cbr\u003e      Playing Mad Libs     30      \u003cbr\u003e          Write Your Story     30      \u003cbr\u003e          Add Variables     30      \u003cbr\u003e          Get User Input     32      \u003cbr\u003e      Summary     33      \u003cbr\u003e      \u003cb\u003eChapter 3  Roll the Dice     35\u003c\/b\u003e      \u003cbr\u003e      Using Libraries     36      \u003cbr\u003e          The random Library     36      \u003cbr\u003e          Generating Random Numbers     37      \u003cbr\u003e          Choosing a Random Item     38      \u003cbr\u003e      “3” Is Not 3     41      \u003cbr\u003e      Commenting Your Code     43      \u003cbr\u003e      One Die, Two Dice     45      \u003cbr\u003e      Summary     49      \u003cbr\u003e      \u003cb\u003eChapter 4  Calculate the Day     51\u003c\/b\u003e      \u003cbr\u003e      Working with Dates     52      \u003cbr\u003e          The datetime Library     52      \u003cbr\u003e          Using the datetime Class     55      \u003cbr\u003e      Making Decisions     56      \u003cbr\u003e          The if Statement     56      \u003cbr\u003e          What else?     58      \u003cbr\u003e          if Revisited     59      \u003cbr\u003e          Testing for Other Options     61      \u003cbr\u003e          Using in     62      \u003cbr\u003e      Beating the Mathematician     63      \u003cbr\u003e          Handling Numeric Inputs     63      \u003cbr\u003e          Putting It All Together     64      \u003cbr\u003e          An Alternate Solution     67      \u003cbr\u003e      Summary     67      \u003cbr\u003e      \u003cb\u003eChapter 5  Rock Paper Scissors     69\u003c\/b\u003e      \u003cbr\u003e      More Strings     70      \u003cbr\u003e      Game Time     72      \u003cbr\u003e          Handling User Input     72      \u003cbr\u003e          The Game Code     74      \u003cbr\u003e          One Last Tweak     76      \u003cbr\u003e      Summary     77      \u003cbr\u003e      \u003cb\u003eChapter 6  Secret Codes     79\u003c\/b\u003e      \u003cbr\u003e      Lists     80      \u003cbr\u003e          Creating Lists     80      \u003cbr\u003e          Accessing List Items     82      \u003cbr\u003e          Changing List Items     83      \u003cbr\u003e          Adding and Removing Items     84      \u003cbr\u003e          Finding Items     85      \u003cbr\u003e          Sorting     86      \u003cbr\u003e      Loop-de-Loop     89      \u003cbr\u003e          Looping Through Items     90      \u003cbr\u003e          Looping Through Numbers     92      \u003cbr\u003e          Nested Loops     93      \u003cbr\u003e      Cracking the Code     95      \u003cbr\u003e          Encrypting Characters     96      \u003cbr\u003e          Modulus Math     97      \u003cbr\u003e          Encryption Code     98      \u003cbr\u003e          Decryption Code     102      \u003cbr\u003e      Summary     104      \u003cbr\u003e      \u003cb\u003eChapter 7  Guess the Number     105\u003c\/b\u003e      \u003cbr\u003e      Conditional Loops     106      \u003cbr\u003e      Game Time     111      \u003cbr\u003e          The Basic Game     111      \u003cbr\u003e          Putting It All Together     116      \u003cbr\u003e      Summary     120      \u003cbr\u003e      \u003cb\u003eChapter 8  Becoming a Coder     121\u003c\/b\u003e      \u003cbr\u003e      How Coders Code     122      \u003cbr\u003e          Have a Plan     122      \u003cbr\u003e          Think Small     123      \u003cbr\u003e      Game Components     124      \u003cbr\u003e          Restricting User Input     125      \u003cbr\u003e          Storing User Guesses     128      \u003cbr\u003e          Displaying Lists     129      \u003cbr\u003e          Masking Characters     131      \u003cbr\u003e      Summary     136      \u003cbr\u003e      \u003cb\u003eChapter 9  Hangman     137\u003c\/b\u003e      \u003cbr\u003e      Game Time     138      \u003cbr\u003e      So How Does It Work?     141      \u003cbr\u003e      Summary     148      \u003cbr\u003e      \u003cb\u003eChapter 10  Keep Going     149\u003c\/b\u003e      \u003cbr\u003e      Birthday Countdown     150      \u003cbr\u003e          Program Requirements     150      \u003cbr\u003e          Program Flow     150      \u003cbr\u003e          Some Tips     151      \u003cbr\u003e      Tip Calculator     152      \u003cbr\u003e          Program Requirements     152      \u003cbr\u003e          Program Flow     153      \u003cbr\u003e          Some Tips (Pun Intended)     153      \u003cbr\u003e      Password Generator     154      \u003cbr\u003e          Program Requirements     154      \u003cbr\u003e          Program Flow     155      \u003cbr\u003e          Some Tips     155      \u003cbr\u003e      Summary     159      \u003cbr\u003e      \u003cb\u003ePART II:  ON AN ADVENTURE     161\u003c\/b\u003e      \u003cb\u003e\u003cbr\u003e\u003c\/b\u003e      \u003cb\u003eChapter 11  Getting Func-ky     163\u003c\/b\u003e      \u003cbr\u003e      Functions Revisited     164      \u003cbr\u003e          Creating a Function     165      \u003cbr\u003e          Passing Arguments     167      \u003cbr\u003e          Returning Values     171      \u003cbr\u003e      Summary     175      \u003cbr\u003e      \u003cb\u003eChapter 12  Exploring     177\u003c\/b\u003e      \u003cbr\u003e      Game Concept     178      \u003cbr\u003e          Game Structure     179      \u003cbr\u003e          Prompting for Options     181      \u003cbr\u003e          Processing Options     182      \u003cbr\u003e          Create a Work Folder     183      \u003cbr\u003e      Game Time     184      \u003cbr\u003e      Test It     189      \u003cbr\u003e      Summary     191      \u003cbr\u003e      \u003cb\u003eChapter 13  Cleanup Time     193\u003c\/b\u003e      \u003cbr\u003e      Optimizing Your Code     194      \u003cbr\u003e      String Externalization     196      \u003cbr\u003e          Creating the Strings File     196      \u003cbr\u003e          Using Externalized Strings     200      \u003cbr\u003e      Summary     201      \u003cbr\u003e      \u003cb\u003eChapter 14  Reduce, Reuse, Recycle, Refactor     203\u003c\/b\u003e      \u003cbr\u003e      Understanding Refactoring     204      \u003cbr\u003e          Identifying Refactoring Opportunities     205      \u003cbr\u003e      Creating a User Choice Component     207      \u003cbr\u003e          Designing a Reusable Component     208      \u003cbr\u003e          Creating the User Options Function     213      \u003cbr\u003e          Updating Your Code     218      \u003cbr\u003e      Summary     221      \u003cbr\u003e      \u003cb\u003eChapter 15  Carrying (and Using) Stuff     223\u003c\/b\u003e      \u003cbr\u003e      Planning the Inventory System     224      \u003cbr\u003e          Creating a Dictionary     225      \u003cbr\u003e          Working with Dictionaries     226      \u003cbr\u003e          Lists of Dictionaries     228      \u003cbr\u003e      The Inventory System     229      \u003cbr\u003e          Creating an Inventory     230      \u003cbr\u003e          Plugging In the Inventory System     232      \u003cbr\u003e          Using the Inventory System     233      \u003cbr\u003e          Displaying the Inventory     238      \u003cbr\u003e      Summary     239      \u003cbr\u003e      \u003cb\u003eChapter 16  Keeping It Classy     241\u003c\/b\u003e      \u003cbr\u003e      The Player System     242      \u003cbr\u003e      Creating a Player Class     243      \u003cbr\u003e          Creating the Class     243      \u003cbr\u003e          Defining Properties     244      \u003cbr\u003e          Creating Methods     247      \u003cbr\u003e          Initializing the Class     250      \u003cbr\u003e      Using Our New Class     251      \u003cbr\u003e      Summary     255      \u003cbr\u003e      \u003cb\u003eChapter 17  Color Your World     257\u003c\/b\u003e      \u003cbr\u003e      Installing Third-Party Libraries     258      \u003cbr\u003e      Using Colorama     259      \u003cbr\u003e          Importing and Initializing the Library     259      \u003cbr\u003e          Coloring Your Output     260      \u003cbr\u003e      Summary     264      \u003cbr\u003e      \u003cb\u003eChapter 18  Keep Going     265\u003c\/b\u003e      \u003cbr\u003e      Health and Lives     266      \u003cbr\u003e      Shopping for Items     271      \u003cbr\u003e      Random Events     275      \u003cbr\u003e      Battling Enemies     277      \u003cbr\u003e      Saving and Restoring     280      \u003cbr\u003e      Summary     282      \u003cbr\u003e      \u003cb\u003ePART III:  RACING AROUND     283\u003c\/b\u003e      \u003cb\u003e\u003cbr\u003e\u003c\/b\u003e      \u003cb\u003eChapter 19  Crazy Driver     285\u003c\/b\u003e      \u003cbr\u003e      Introducing Pygame     286      \u003cbr\u003e      Prepping the Game     286      \u003cbr\u003e          Game Concept     286      \u003cbr\u003e          Installing Pygame     288      \u003cbr\u003e          Creating Work Folders     288      \u003cbr\u003e          Obtaining Images     289      \u003cbr\u003e      Getting Started     289      \u003cbr\u003e          Initializing Pygame     290      \u003cbr\u003e          Displaying Stuff     294      \u003cbr\u003e      The Game Loop     295      \u003cbr\u003e      Summary     300      \u003cbr\u003e      \u003cb\u003eChapter 20  Image-ine the Possibilities     301\u003c\/b\u003e      \u003cbr\u003e      Files and Folders     302      \u003cbr\u003e      Setting the Background     305      \u003cbr\u003e      Placing the Cars     310      \u003cbr\u003e      Summary     317      \u003cbr\u003e      \u003cb\u003eChapter 21  We Like to Move It     319\u003c\/b\u003e      \u003cbr\u003e      Moving the Enemy     320      \u003cbr\u003e      Moving the Player     323      \u003cbr\u003e      Summary     327      \u003cbr\u003e      \u003cb\u003eChapter 22  Crash, Bang, Boom     329\u003c\/b\u003e      \u003cbr\u003e      You Crashed, Game Over     330      \u003cbr\u003e      Tracking Score     332      \u003cbr\u003e      Increasing Difficulty     334      \u003cbr\u003e      Summary     336      \u003cbr\u003e      \u003cb\u003eChapter 23  Finishing Touches     337\u003c\/b\u003e      \u003cbr\u003e      Game Over Revisited     338      \u003cbr\u003e      Pause     341      \u003cbr\u003e      Varying Enemies     343      \u003cbr\u003e      Ice Cubes     348      \u003cbr\u003e      Summary     351      \u003cbr\u003e      \u003cb\u003eChapter 24  Keep Going     353\u003c\/b\u003e      \u003cbr\u003e      Splash Screen     354      \u003cbr\u003e      Scores and High Scores     354      \u003cbr\u003e      Oil Slick     356      \u003cbr\u003e      Multiple Enemies     357      \u003cbr\u003e      And Then     358      \u003cbr\u003e      Summary     359      \u003cbr\u003e      \u003cb\u003eWhat Next?     361\u003c\/b\u003e      \u003cbr\u003e      There's a Lot More to Python     362      \u003cbr\u003e      Web Development     362      \u003cbr\u003e      Mobile App Development     364      \u003cbr\u003e      Game Development     364      \u003cbr\u003e      And Then     365      \u003cbr\u003e      \u003cb\u003eIndex     367\u003c\/b\u003e      \u003cbr\u003e      Bonus Online Chapter 25  Tinkering, Testing, and Debugging Revisited     (Online Only)      \u003cbr\u003e\n\u003c\/div\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48732342124887,"sku":"9780137653577","price":18.04,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780137653577.jpg?v=1719996487"},{"product_id":"the-game-designers-playbook-an-introduction-to-game-interaction-design-9780198845911","title":"The Game Designers Playbook An Introduction to","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eVideo games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer''s Playbook is about meeting that challenge. More specifically, it''s a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you''ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you''ve experienced good interaction design firsthand. The Game Designer''s Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eTanya X. Short: Foreword 1: Caveman Arcade 2: The Parlance of Play 3: The Long Con 4: Say What You Mean 5: Control Freaks 6: The Play's the Thing 7: Rejecting Your Reality 8: The Audience Is Listening 9: Rise of the Machines 10: Making the Thing 11: Testing Your Patience 12: What Comes Next? Glossary List of Acronyms Ludography","brand":"Oxford University Press","offers":[{"title":"Default Title","offer_id":48732809593175,"sku":"9780198845911","price":33.72,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780198845911.jpg?v=1719998491"},{"product_id":"persuasive-games-the-expressive-power-of-video-games-9780262514880","title":"Persuasive Games  The Expressive Power of Video","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eAn exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.\u003c\/b\u003e\u003cp\u003eVideogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new\u003c\/p\u003e","brand":"MIT Press Ltd","offers":[{"title":"Default Title","offer_id":48733462856023,"sku":"9780262514880","price":37.98,"currency_code":"GBP","in_stock":false}]},{"product_id":"how-to-become-a-video-game-artist-9780823008094","title":"How to Become a Video Game Artist","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eStarting with the basics of game creation and a look at the artistic skills necessary to get started, this title offers key roles for creators - from concept artists to character animators to marketing artists and beyond. It also features interviews with video game art professionals who've worked for top gaming companies.","brand":"Watson-Guptill Publications","offers":[{"title":"Default Title","offer_id":48737466712407,"sku":"9780823008094","price":15.19,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780823008094.jpg?v=1723811227"},{"product_id":"game-programming-with-unity-and-c-9781484297193","title":"Game Programming with Unity and C","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eLearn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming.Packed with examples, this Second Edition is up-to-date with the latest Unity standards and features as of 2023, and includes manyadjustments to improve your experience. Starting with an introduction to Unity, you will learn the essentials of the engine: navigating the various windows, managing the objects that make up your game, and understanding the concepts that are fundamental to the engine. After that, you will gain a solid foundation in the concepts of object-oriented programming and the syntax of the C# language. Then the fun really begins, as you get hands-on experience building three playable example projects that drill you on the concepts you've learned until they stick.Guided at each step by author Casey Hardman, you will outline and implement bare-bones, simp\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":48739670131031,"sku":"9781484297193","price":46.74,"currency_code":"GBP","in_stock":true}]},{"product_id":"oric-1-basic-programming-manual-9781837910212","title":"ORIC-1 Basic Programming Manual","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741934170455,"sku":"9781837910212","price":9.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781837910212.jpg?v=1720059362"},{"product_id":"atari-130xe-games-book-9781837910120","title":"Atari 130XE Games Book","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741934235991,"sku":"9781837910120","price":999.99,"currency_code":"GBP","in_stock":false}]},{"product_id":"the-complete-sinclair-zx81-basic-course-9781837910243","title":"The Complete Sinclair ZX81 Basic Course","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741934301527,"sku":"9781837910243","price":11.39,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781837910243.jpg?v=1720059362"},{"product_id":"30-programs-for-the-sinclair-zx80-9781837911622","title":"30 Programs for the Sinclair ZX80","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741935972695,"sku":"9781837911622","price":15.19,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781837911622.jpg?v=1720059369"},{"product_id":"40-best-machine-code-routines-for-the-commodore-64-9781837911646","title":"40 Best Machine Code Routines for the Commodore","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741936070999,"sku":"9781837911646","price":17.09,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781837911646.jpg?v=1720059369"},{"product_id":"40-best-machine-code-routines-for-the-commodore-64-9781837911639","title":"40 Best Machine Code Routines for the Commodore","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Andrews UK Limited","offers":[{"title":"Default Title","offer_id":48741936136535,"sku":"9781837911639","price":9.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781837911639.jpg?v=1720059370"},{"product_id":"game-feel-9780123743282","title":"Game Feel","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eGame Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. \u003cbr\u003e\u003cbr\u003eThe understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. \u003cbr\u003e\u003cbr\u003eThe book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.\u003cbr\u003e\u003cbr\u003eThe associated web site contains a playset wi\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eINTRODUCTION PART 1: Deconstruction1. Why Feel, Why Now?This chapter focuses on the impetus behind the book, asking the reader to recall the sensation of controlling a virtual avatar and talking about why feel is so important (and why it is often overlooked.)2. The Grand Scheme of Game DesignThis chapter assigns feel a place in the larger realm of game design, defining its scope and boundaries, talking about how it fits into creating the Ultimate Game Experience of life-enriching flow and empowerment. Using diagrams and research derived from Maslow's Pyramid of Wants and Will Wright's concept of Granularity, feel is identified as one of the atomic units of game construction, one of the most basic building blocks of interactivity. 3. Games that don't Feature Virtual Sensation There are some types of digital games - Civilization, Solitaire, the Sims, and so on - that don't focus on feel or utilize it as one of their core elements, separating them from what will be discussed in the book. An interesting aside is that we are indeed experiencing virtual sensation whenever we use a mouse but that it is so intuitive and familiar that there's really no rational motion translation or skill to build. This brings up an interesting point: much of the pleasure of controlling something purely visual is in the challenge of mastering it, in the obfuscation. In fact, we're wired to receive pleasure for remapping our neural pathways to gain skill and mastery in this way, and it's one of the reasons that overcoming challenges (playing games) is so pleasureable. 4. What is Feel?How do players experience feel? It seems to be mostly subconscious, though there are some artifacts that will be of use to us. Citations here of various forum scrapings and interviews with players looking for feel des\u003c\/p\u003e","brand":"Taylor \u0026 Francis Inc","offers":[{"title":"Default Title","offer_id":48864155894103,"sku":"9780123743282","price":42.74,"currency_code":"GBP","in_stock":true}]},{"product_id":"advanced-game-design-9780134667607","title":"Advanced Game Design","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp style=\"margin:0px;\"\u003e\u003cb\u003eMichael Sellers\u003c\/b\u003e is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003eSellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003eHis first commercial game was the award-winning \u003ci\u003eMeridian 59\u003c\/i\u003e, the first 3D MMO, released in 1996. He was also the lead designer on \u003ci\u003eThe Sims 2\u003c\/i\u003e, \u003ci\u003eUltima Online\u003c\/i\u003e, \u003ci\u003eHoliday Village\u003c\/i\u003e, \u003ci\u003eBlastron\u003c\/i\u003e, and \u003ci\u003eRealm of the Mad God\u003c\/i\u003e, among other games.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003eIn addition to his wo\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction \u003cbr\u003e \u003cb\u003ePart I:  Foundations\u003c\/b\u003e \u003cbr\u003eChapter 1  Foundations of Systems \u003cbr\u003eChapter 2  Defining Systems \u003cbr\u003eChapter 3  Foundations of Games and Game Design \u003cbr\u003eChapter 4  Interactivity and Fun \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart II:  Principles\u003c\/b\u003e \u003cbr\u003eChapter 5  Working as a Systemic Game Designer \u003cbr\u003eChapter 6  Designing the Whole Experience \u003cbr\u003eChapter 7  Creating Game Loops \u003cbr\u003eChapter 8  Defining Game Parts \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart III:  Practice\u003c\/b\u003e \u003cbr\u003eChapter 9  Game Balance Methods \u003cbr\u003eChapter 10  Game Balance Practice \u003cbr\u003eChapter 11  Working as a Team \u003cbr\u003eChapter 12  Making Your Game Real \u003cbr\u003e    Bibliography \u003cbr\u003e    Index\u003c\/p\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864171262295,"sku":"9780134667607","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134667607.jpg?v=1722270724"},{"product_id":"game-programming-in-c-9780134597201","title":"Game Programming in C","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eSanjay Madhav\u003c\/b\u003e is a senior lecturer at the University of Southern California, where he teaches several programming and video game programming courses. He has taught at USC since 2008. Prior to joining USC, Sanjay worked as a programmer for several video game developers, including Electronic Arts, Neversoft, and Pandemic Studios. His credited games include \u003ci\u003eMedal of Honor: Pacific Assault\u003c\/i\u003e, \u003ci\u003eTony Hawk's Project 8\u003c\/i\u003e, \u003ci\u003eLord of the Rings: Conquest\u003c\/i\u003e, and \u003ci\u003eThe Saboteur\u003c\/i\u003e. \u003cbr\u003e \u003cbr\u003eSanjay is also the author of \u003ci\u003eGame Programming Algorithms and Techniques\u003c\/i\u003e and co-author of \u003ci\u003eMultiplayer Game Programming\u003c\/i\u003e. He has a B.S. and an M.S. in computer science and is pursuing a Ph.D. in computer science, all from USC. \u003cbr\u003e \u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface \u003cbr\u003eChapter 1   Game Programming Overview \u003cbr\u003eChapter 2   Game Objects and 2D Graphics \u003cbr\u003eChapter 3   Vectors and Basic Physics \u003cbr\u003eChapter 4   Artificial Intelligence \u003cbr\u003eChapter 5   OpenGL \u003cbr\u003eChapter 6   3D Graphics \u003cbr\u003eChapter 7   Audio \u003cbr\u003eChapter 8   Input Systems \u003cbr\u003eChapter 9   Cameras \u003cbr\u003eChapter 10  Collision Detection \u003cbr\u003eChapter 11  User Interfaces \u003cbr\u003eChapter 12  Skeletal Animation \u003cbr\u003eChapter 13  Intermediate Graphics \u003cbr\u003eChapter 14  Level Files and Binary Data \u003cbr\u003eAppendix A  Intermediate C++ Review \u003cbr\u003eIndex \u003cbr\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864171327831,"sku":"9780134597201","price":33.29,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134597201.jpg?v=1722270724"},{"product_id":"fundamentals-of-game-design-9780321929679","title":"Fundamentals of Game Design","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864420299095,"sku":"9780321929679","price":46.79,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780321929679.jpg?v=1722271863"},{"product_id":"the-complete-guide-to-blender-graphics-9781032510552","title":"The Complete Guide to Blender Graphics","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eBlender\u003csup\u003eTM\u003c\/sup\u003e\u003c\/strong\u003e is a \u003cb\u003efree Open-Source 3D Computer Modeling and Animation Suite\u003c\/b\u003e incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eBlender\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eis \u003cb\u003eFREE \u003c\/b\u003eto download and use by anyone for anything.\u003cb\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eThe Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition\u003c\/p\u003e is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for \u003cb\u003eBlender Version\u003c\/b\u003e \u003cb\u003e3.2.2\u003c\/b\u003e, including additional material covering \u003cb\u003eBlender Assets, Geometry Nodes, and Non-Linear Animation\u003c\/b\u003e.\u003cp\u003e\u003c\/p\u003e\u003cp\u003eDivided into a \u003ca href=\"https:\/\/www.routledge.com\/The-Complete-Guide-to-Blender-Graphics-Computer-Modeling-and-Animation\/Blain\/p\/book\/9781032562186\" target=\"_blank\"\u003etwo-volume set\u003c\/a\u003e, the book introduces the program's Graphical User Interface and shows how to\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eIntroduction. The Author. Preamble. \u003cstrong\u003eCH01 Objects in the 3D View Editor. \u003c\/strong\u003e\u003cstrong\u003eCH02 Editing \u0026amp; Add-Ons. \u003c\/strong\u003e\u003cstrong\u003eCH03 Editing with Generate Modifiers. \u003c\/strong\u003e\u003cstrong\u003eCH04 Editing with Deform Modifiers. \u003c\/strong\u003e\u003cstrong\u003eCH05 Editing Using Curves. \u003c\/strong\u003e\u003cstrong\u003eCH06 Material Assignment. \u003c\/strong\u003e\u003cstrong\u003eCH07 Rendering. \u003c\/strong\u003e\u003cstrong\u003eCH08 Animation. \u003c\/strong\u003e\u003cstrong\u003eCH09 Constraints. \u003c\/strong\u003e\u003cstrong\u003eCH10 Armatures \u0026amp; Character Rigging. \u003c\/strong\u003e\u003cstrong\u003eCH11 Shape Keys \u0026amp; Action Editors. \u003c\/strong\u003e\u003cstrong\u003eCH12 Particle Systems. \u003c\/strong\u003e\u003cstrong\u003eCH13 Physics and Simulation. \u003c\/strong\u003e\u003cstrong\u003eCH14 Dynamic Paint. \u003c\/strong\u003e\u003cstrong\u003eCH15 Geometry Nodes. \u003c\/strong\u003e\u003cstrong\u003eCH16 Drivers. \u003c\/strong\u003e\u003cstrong\u003eCh17 Non Linear Animation. \u003c\/strong\u003e\u003cstrong\u003eCH18 Rigging – Rigify – Animbox. \u003c\/strong\u003e\u003cstrong\u003eCH19 Blender Render Engines. \u003c\/strong\u003eIndex. \u003c\/p\u003e","brand":"Taylor \u0026 Francis Ltd","offers":[{"title":"Default Title","offer_id":48866310685015,"sku":"9781032510552","price":50.34,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781032510552.jpg?v=1722278065"},{"product_id":"the-complete-guide-to-blender-graphics-9781032510606","title":"The Complete Guide to Blender Graphics","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eBlender\u003csup\u003eTM\u003c\/sup\u003e\u003c\/strong\u003e is a \u003cb\u003efree Open-Source 3D Computer Modeling and Animation Suite \u003c\/b\u003eincorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eBlender\u003c\/strong\u003e is \u003cb\u003eFREE \u003c\/b\u003eto download and use by anyone for anything.\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eThe Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition\u003c\/strong\u003e is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for \u003cstrong\u003eBlender Version 3.2.2\u003c\/strong\u003e, including additional material covering \u003cb\u003eBlender Assets, Geometry Nodes, and Non-Linear Animation\u003c\/b\u003e.\u003c\/p\u003e\u003cp\u003eDivided into a \u003ca href=\"https:\/\/www.routledge.com\/The-Complete-Guide-to-Blender-Graphics-Computer-Modeling-and-Animation\/Blain\/p\/book\/9781032562186\" target=\"_blank\"\u003etwo-volume set\u003c\/a\u003e, the book introduces the program's Graphical User Interface and shows how\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eIntroduction. Download and Installation. The Author. Preamble. \u003cb\u003eCH01 Understanding the Interface. \u003c\/b\u003e\u003cb\u003eCH02 Editors-Workspaces-Themes. \u003c\/b\u003e\u003cb\u003eCH03 Navigate and Save. \u003c\/b\u003e\u003cb\u003eCH04 Objects in the 3D View Editor. \u003c\/b\u003e\u003cb\u003eCH05 Editing Objects. \u003c\/b\u003e\u003cb\u003eCH06 Editing Tools. \u003c\/b\u003e\u003cb\u003eCH07 Editing with Modifiers. \u003c\/b\u003e\u003cb\u003eCH08 Editing Techniques- Examples. \u003c\/b\u003e\u003cb\u003eCH09 Materials- Textures- Nodes. \u003c\/b\u003e\u003cstrong\u003eCH10 \u003c\/strong\u003e\u003cstrong\u003eTextures. \u003c\/strong\u003e\u003cb\u003eCH11 Node Systems and Usage. \u003c\/b\u003e\u003cb\u003eCH12 Scene Lighting \u0026amp; Cameras. \u003c\/b\u003e\u003cb\u003eCH13 Viewport Shading. \u003c\/b\u003e\u003cstrong\u003eCH14 Rendering. \u003c\/strong\u003e\u003cstrong\u003eCH15 Animation. \u003c\/strong\u003e\u003cstrong\u003eCH16 Armatures \u0026amp; Character Rigging. \u003c\/strong\u003e\u003cstrong\u003eCH17 3D Text. \u003c\/strong\u003e\u003cstrong\u003eCH18 Blender Assets. \u003c\/strong\u003e\u003cstrong\u003eCH19 Making a Movie. \u003c\/strong\u003e\u003cstrong\u003eCH20 The Outliner and Collections. \u003c\/strong\u003eIndex.\u003c\/p\u003e","brand":"Taylor \u0026 Francis Ltd","offers":[{"title":"Default Title","offer_id":48866310783319,"sku":"9781032510606","price":50.34,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781032510606.jpg?v=1722278066"},{"product_id":"game-design-workshop-9781032607009","title":"Game Design Workshop","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eCreate the digital games you love to play.\u003c\/p\u003e\u003cp\u003eDiscover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with \u003cb\u003eGame Design Workshop, Fifth Edition.\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eTracy Fullerton\u003c\/b\u003e demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.\u003c\/p\u003e\u003cp\u003eThis updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. 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While John tells the behind-the-scenes stories about making many elements of today’s gaming industry—first-person shooting style games, multiplayer games, free-to-play games, to name just a few—it’s the personal stories about his challenges, his choices, and his relationships that I love in this book. -- Reggie Fils-Aimé, former president and COO of Nintendo of America\u003cbr\u003e“The video game–creating legend recounts a life in the programming trenches…Students of game-making and business alike will find useful, sometimes rueful lessons.” * Kirkus *\u003cbr\u003e“[a] surprisingly moving autobiography…[Romero] manages to appeal to gamers and non-gamers alike with this celebration of triumphing over adversity.” * Publisher's Weekly *\u003cbr\u003e“DOOM GUY: Life in First Person is the best piece of historical nonfiction that has been written about video games to date and everyone should read it.” * Screenrant *\u003cbr\u003e??“a straight-talking insider account of an inspiring self-made career marked by amazing highs and difficult lows.” * Daily Beast *\u003cbr\u003e\"Romero’s Doom Guy: Life in First Person is not only among the most interesting windows into the rapidly evolving videogame scene of the 80s and 90s–it’s arguably the best non-fiction gaming book of all time, giving a unique insight into one of the industry’s most transformative eras through the eyes of one of its groundbreaking pioneers.” * Forbes *\u003cbr\u003e“Enthralling, informative, entertaining, exciting, mesmerizing, jaw-dropping, a wild ride, brilliant, well-written, fun, and so much more. 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They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling.\u003cbr\u003eThis second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly.\u003cbr\u003eThe book is also designed to be used as a basis for a game-oriented programming course. 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Dive into key gameplay elements that improve the player experience, such as implementing in-game tutorials, controlling the flow of player-choice-based games, and building a game narrative through storytelling. Understand how to establish the game''s end goal for the player to work towards by creating quests, missions, and objectives. Explore the key ideas behind creating immersive game worlds, generating better NPCs and enemies, and controlling the in-game economy. Finally, discover the unique mechanics that make established industry game\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eCHAPTER 1:  WHY DO WE PLAY GAMES? 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With each engaging challenge, readers will practice a new skill and learn how to apply it to everyday coding tasks.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e \u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eKey Features\u003c\/b\u003e\u003c\/p\u003e \u003cul\u003e\n\u003cli\u003e50 hands-on exercises and solutions \u003c\/li\u003e\n\u003cli\u003eBasic Python sequence types \u003c\/li\u003e\n\u003cli\u003ePython dictionaries and sets \u003c\/li\u003e\n\u003cli\u003eFunctional programming in Python \u003c\/li\u003e\n\u003cli\u003eCreating your own classes \u003c\/li\u003e\n\u003cli\u003eWorking with Python objects \u003c\/li\u003e\n\u003cli\u003eGenerator functions\u003c\/li\u003e\n\u003c\/ul\u003e \u003cp\u003eIntended for readers with basic Python skills.\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003eAbout the technology \u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePython is a versatile, elegant, general purpose programming language. Essential for data analysis, web development, artificial intelligence, games, desktop apps, and more, Python skills are a hot commodity.\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003eReuven M. Lerner\u003c\/b\u003e, an independent consultant for more than two decades, teaches Python, data science, and Git to companies around the world. His Better developers newsletter and blog are read by thousands of Python developers each week. Reuven has written a monthly column, “At the Forge,” for Linux Journal since 1996 and is a panellist on the weekly Freelancers Show podcast. 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Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests.  Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e# 4 on Edmonton Non-Fiction Bestsellers list, March 10, 2019\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface  Revisioning Giselle as the Video Game iGiselle \/\/ Nora Foster Stovel  Acknowledgements   Introduction  Recreating Giselle for the Twenty-First Century \/\/ Nora Foster Stovel  I An Interdisciplinary Approach to Giselle  1 | The Creation of the Romantic Ballet Giselle  The Ballerina’s Hamlet \/\/ Nora Foster Stovel  2 | “No Feminine Endings”  Adolphe Adam’s Musical Score for Giselle \/\/ Christina Gier  3 | The Other Giselles  Moncrieff’s Giselle; or, The Phantom Night Dancers, Loder’s The Night Dancers, and Puccini’s Le Villi \/\/ Mark Morris  4 | (Re)creating Giselle  Narrative and the Ballerina \/\/ Laura Sydora  II Creating iGiselle  5 | Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle \/\/ Sergio Poo Hernandez \u0026amp; Vadim Bulitko  6 | Re-playing iGiselle  Dance, Technology, and Interdisciplinary Creation \/\/ Emilie St. Hilaire  7 | Renewing Adolphe Adam’s Score  Creating the Music for iGiselle \/\/ Wayne DeFehr  8 | The Ballet Body and Video Games  A Feminist Perspective \/\/ Pirkko Markula  Contributors 189  Index 193","brand":"University of Alberta Press","offers":[{"title":"Default Title","offer_id":48887604183383,"sku":"9781772123814","price":26.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781772123814.jpg?v=1722545351"},{"product_id":"coding-with-python-create-amazing-graphics-the-questkids-do-coding-9781840789577","title":"Coding with Python - Create Amazing Graphics: The","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eCoding with Python  Create Amazing Graphics\u003c\/strong\u003e introduces coding in Python through a variety of projects. 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Building a retro console is one of the most popular starter projects. Retro Gaming with Raspberry Pi 3rd Edition walks new Raspberry Pi owners step-by-step to build their own games console with the latest cases, screens, joysticks, and gaming components. Readers learn how to program their own games, including nineties virtual pets, text adventures, Pong, and Mole-Bop. Build arcade machines. Recreate consoles. Rediscover classic computers. It's packed with projects and inspiration!","brand":"Raspberry Pi Press","offers":[{"title":"Default Title","offer_id":48888670552407,"sku":"9781916868175","price":14.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781916868175.jpg?v=1722550554"},{"product_id":"coding-with-roblox-lua-in-24-hours-9780136829423","title":"Coding with Roblox Lua in 24 Hours","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eRoblox\u003c\/b\u003e's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of more than 2 million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). \u003cbr\u003e \u003cbr\u003e \u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eHour 1:\u003c\/b\u003e Coding Your First Project \u003cbr\u003eInstalling Roblox Studio \u003cbr\u003eLet's Take a Tour \u003cbr\u003eOpening the Output Window \u003cbr\u003eWriting Your First Script \u003cbr\u003eError Messages \u003cbr\u003eLeaving Yourself Comments \u003cbr\u003e \u003cb\u003eHour 2:\u003c\/b\u003e Properties and Variables \u003cbr\u003eObject Hierarchy \u003cbr\u003eKeywords \u003cbr\u003eProperties \u003cbr\u003eFinding Properties and Data Types \u003cbr\u003eCreating Variables \u003cbr\u003eChanging the Color Property \u003cbr\u003eInstances \u003cbr\u003e \u003cb\u003eHour 3:\u003c\/b\u003e Creating and Using Functions \u003cbr\u003eCreating and Calling Functions \u003cbr\u003eUnderstanding Scope \u003cbr\u003eUsing Events to Call Functions \u003cbr\u003eUnderstanding Order and Placement \u003cbr\u003e \u003cb\u003eHour 4:\u003c\/b\u003e Working with Parameters and Arguments \u003cbr\u003eGiving Functions Information to Use \u003cbr\u003eWorking with Multiple Parameters and Arguments \u003cbr\u003eReturning Values from Functions \u003cbr\u003eReturning Multiple Values \u003cbr\u003eReturning Nil \u003cbr\u003eDealing with Mismatched Arguments and Parameters \u003cbr\u003eWorking with Anonymous Functions \u003cbr\u003e \u003cb\u003eHour 5:\u003c\/b\u003e Conditional Structures \u003cbr\u003eif\/then Statements \u003cbr\u003eelseif \u003cbr\u003eLogical Operators \u003cbr\u003eelse \u003cbr\u003e \u003cb\u003eHour 6:\u003c\/b\u003e Debouncing and Debugging \u003cbr\u003eDon't Destroy, Debounce \u003cbr\u003eFiguring Out Where Things Go Wrong \u003cbr\u003e \u003cb\u003eHour 7:\u003c\/b\u003e while Loops \u003cbr\u003eRepeat Forever, while true do \u003cbr\u003eSome Things to Keep in Mind \u003cbr\u003ewhile Loops and Scope \u003cbr\u003e \u003cb\u003eHour 8:\u003c\/b\u003e for Loops \u003cbr\u003eHow for Loops Work \u003cbr\u003eNested Loops \u003cbr\u003eBreaking Out of Loops \u003cbr\u003e \u003cb\u003eHour 9:\u003c\/b\u003e Working with Arrays \u003cbr\u003eWhat Are Arrays? \u003cbr\u003eAdding Items Later \u003cbr\u003eGetting Information from a Specific Index \u003cbr\u003ePrinting an Entire List with ipairs() \u003cbr\u003eFolders and ipairs() \u003cbr\u003eFinding a Value on the List and Printing the Index \u003cbr\u003eRemoving Values from an Array \u003cbr\u003eNumeric for Loops and Arrays \u003cbr\u003e \u003cb\u003eHour 10:\u003c\/b\u003e Working with Dictionaries \u003cbr\u003eIntro to Dictionaries \u003cbr\u003eAdding and Removing from Dictionaries \u003cbr\u003eRemoving Key-Value Pairs \u003cbr\u003eWorking with Dictionaries and Pairs \u003cbr\u003eReturning Values from Tables \u003cbr\u003e \u003cb\u003eHour 11:\u003c\/b\u003e Client Versus Server \u003cbr\u003eUnderstanding the Client and the Server \u003cbr\u003eWorking with GUIs \u003cbr\u003eUnderstanding RemoteFunctions \u003cbr\u003eUsing RemoteFunctions \u003cbr\u003e \u003cb\u003eHour 12:\u003c\/b\u003e Remote Events: One-Way Communication \u003cbr\u003eRemote Events: A One-Way Street \u003cbr\u003eCommunicating from the Server to All Clients \u003cbr\u003eCommunicating from the Client to the Server \u003cbr\u003eCommunicating from the Server to One Client \u003cbr\u003eCommunicating from Client to Client \u003cbr\u003e \u003cb\u003eHour 13:\u003c\/b\u003e Using ModuleScripts \u003cbr\u003eCoding Things Just Once \u003cbr\u003ePlacing ModuleScripts \u003cbr\u003eUnderstanding How ModuleScripts Work \u003cbr\u003eNaming ModuleScripts \u003cbr\u003eAdding Functions and Variables \u003cbr\u003eUnderstanding Scope in ModuleScripts \u003cbr\u003eUsing Modules in Other Scripts \u003cbr\u003eDon't Repeat Yourself \u003cbr\u003eDealing in Abstractions \u003cbr\u003e \u003cb\u003eHour 14:\u003c\/b\u003e Coding in 3D World Space \u003cbr\u003eUnderstanding X, Y, and Z Coordinates \u003cbr\u003eRefining Placement with CFrame Coordinates \u003cbr\u003eOffsetting CFrames \u003cbr\u003eAdding Rotations to CFrames \u003cbr\u003eWorking with Models \u003cbr\u003eUnderstanding World Coordinates and Local Object Coordinates \u003cbr\u003e \u003cb\u003eHour 15:\u003c\/b\u003e Smoothly Animating Objects \u003cbr\u003eUnderstanding Tweens \u003cbr\u003eSetting TweenInfo Parameters \u003cbr\u003eChaining Tweens Together \u003cbr\u003e \u003cb\u003eHour 16:\u003c\/b\u003e Solving Problems with Algorithms \u003cbr\u003eDefining Algorithms \u003cbr\u003eSorting an Array \u003cbr\u003eSorting in Descending Order \u003cbr\u003eSorting a Dictionary \u003cbr\u003eSorting by Multiple Pieces of Information \u003cbr\u003e \u003cb\u003eHour 17:\u003c\/b\u003e Saving Data \u003cbr\u003eEnabling Data Stores \u003cbr\u003eCreating a Data Store \u003cbr\u003eUsing Data in the Store \u003cbr\u003eLimiting the Number of Calls \u003cbr\u003eProtecting Your Data \u003cbr\u003eSaving Player Data \u003cbr\u003eUsing UpdateAsync to Update a Data Store \u003cbr\u003e \u003cb\u003eHour 18:\u003c\/b\u003e Creating a Game Loop \u003cbr\u003eSetting Up Game Loops \u003cbr\u003eWorking with BindableEvents \u003cbr\u003e \u003cb\u003eHour 19:\u003c\/b\u003e Monetization: One-Time Purchases \u003cbr\u003eAdding Passes to Your Experience \u003cbr\u003eConfiguring the Pass \u003cbr\u003ePrompting In-Game Purchases \u003cbr\u003e \u003cb\u003eHour 20:\u003c\/b\u003e Object-Oriented Programming \u003cbr\u003eWhat Is OOP? \u003cbr\u003eOrganizing Code and Projects \u003cbr\u003eMaking a New Class \u003cbr\u003eAdding Class Properties \u003cbr\u003eUsing Class Functions \u003cbr\u003e \u003cb\u003eHour 21:\u003c\/b\u003e Inheritance \u003cbr\u003eSetting Up Inheritance \u003cbr\u003eInheriting Properties \u003cbr\u003eWorking with Multiple Child Classes \u003cbr\u003eInheriting Functions \u003cbr\u003eUnderstanding Polymorphism \u003cbr\u003eCalling Parent Functions \u003cbr\u003e \u003cb\u003eHour 22:\u003c\/b\u003e Raycasting \u003cbr\u003eSetting Up the Function to Raycast \u003cbr\u003e3D Math Trick: Getting the Direction \u003cbr\u003eSetting Raycast Parameters \u003cbr\u003e3D Math Trick: Limit Direction \u003cbr\u003e \u003cb\u003eHour 23:\u003c\/b\u003e Plopping Objects in an Experience: Part 1 \u003cbr\u003eSetting Up the Object \u003cbr\u003eCreating a Plop Button \u003cbr\u003eTracking Mouse Movements \u003cbr\u003ePreviewing the Object \u003cbr\u003e \u003cb\u003eHour 24:\u003c\/b\u003e Plopping Objects in an Experience: Part 2 \u003cbr\u003eDetecting Mouse Input \u003cbr\u003eSending a Message to the Server \u003cbr\u003eGetting the Message \u003cbr\u003e \u003cb\u003eAppendix A:\u003c\/b\u003e Roblox Basics \u003cbr\u003eKeywords \u003cbr\u003eDataType Index \u003cbr\u003eOperators \u003cbr\u003eNaming Conventions \u003cbr\u003eAnimation Easing \u003cbr\u003ePossible Solutions to Exercises \u003cbr\u003e \u003cbr\u003e \u003cbr\u003e9780136829423     TOC     10\/19\/2021 \u003cbr\u003e \u003cbr\u003e \u003cbr\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":49083357364567,"sku":"9780136829423","price":22.09,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780136829423.jpg?v=1725548659"},{"product_id":"roblox-game-development-in-24-hours-9780136829737","title":"Roblox Game Development in 24 Hours","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eRoblox\u003c\/strong\u003e's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of over two million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). For more information, visit the \u003ca href=\"https:\/\/www.amazon.com\/roblox\"\u003eRoblox Amazon page\u003c\/a\u003e.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003eHOUR 1:\u003c\/strong\u003e What Makes Roblox Special?\u003cbr\u003eRoblox Empowers Social Connectivity\u003cbr\u003eRoblox Manages User Content\u003cbr\u003eRoblox Enables Fast Prototyping and Iteration\u003cbr\u003eConceptualize with Ease\u003cbr\u003eWhat’s Inside Roblox’s Engine \u003cbr\u003eFree, Free, Free\u003cbr\u003eUnlimited Possibilities\u003cbr\u003eExpress Your Own Aesthetic\u003cbr\u003e\u003cstrong\u003eHOUR 2:\u003c\/strong\u003e Using Studio\u003cbr\u003eInstalling Roblox Studio\u003cbr\u003eUsing Studio Templates\u003cbr\u003eWorking with the Game Editor\u003cbr\u003eTranslating, Scaling, and Orienting Objects\u003cbr\u003eSnapping\u003cbr\u003eCollisions\u003cbr\u003eAnchoring\u003cbr\u003eSaving and Publishing Your Project\u003cbr\u003ePlaytesting\u003cbr\u003e\u003cstrong\u003eHOUR 3:\u003c\/strong\u003e Building with Parts \u003cbr\u003eCreating a Part\u003cbr\u003eChanging a Part’s Appearance\u003cbr\u003eCreating Decals and Textures\u003cbr\u003e\u003cstrong\u003eHOUR 4:\u003c\/strong\u003e Building with Physics \u003cbr\u003eWorking with Attachments and Constraints\u003cbr\u003eBuilding a Door\u003cbr\u003eDisabling CanCollide to Move a Player Through the Door\u003cbr\u003eAdding Hinges and Springs\u003cbr\u003eUsing a Motor\u003cbr\u003e\u003cstrong\u003eHOUR 5:\u003c\/strong\u003e Building Terrain \u003cbr\u003eUsing Terrain Tools to Generate Landscapes\u003cbr\u003eUsing the Edit Tab\u003cbr\u003eWorking with the Region Tab\u003cbr\u003eUsing Height Maps and Color Maps\u003cbr\u003e\u003cstrong\u003eHOUR 6:\u003c\/strong\u003e Lighting Environment \u003cbr\u003eProperties of World Lighting\u003cbr\u003eUsing Lighting Effects\u003cbr\u003eUsing SpotLight, PointLight, and SurfaceLight\u003cbr\u003e\u003cstrong\u003eHOUR 7:\u003c\/strong\u003e Atmosphere Environment \u003cbr\u003eUsing Atmosphere Properties\u003cbr\u003eCustomizing Skybox\u003cbr\u003e\u003cstrong\u003eHOUR 8:\u003c\/strong\u003e Effects Environment \u003cbr\u003eUsing Particles\u003cbr\u003eUsing Beams\u003cbr\u003e\u003cstrong\u003eHOUR 9:\u003c\/strong\u003e Importing Assets \u003cbr\u003eInserting and Uploading Free Models\u003cbr\u003eImporting with MeshParts and Asset Manager\u003cbr\u003eImporting Textures\u003cbr\u003eImporting Sounds\u003cbr\u003e\u003cstrong\u003eHOUR 10: \u003c\/strong\u003eGame Structure and Collaboration \u003cbr\u003eAdding Places in a Game\u003cbr\u003eCollaborating in Roblox Studio\u003cbr\u003eCreating and Accessing Roblox Packages in Roblox Studio\u003cbr\u003e\u003cstrong\u003eHOUR 11:\u003c\/strong\u003e Lua Overview \u003cbr\u003eUsing the Coding Workspace\u003cbr\u003eUsing Variables to Modify Properties\u003cbr\u003eAdding Comments to Your Code\u003cbr\u003eUsing Functions and Events\u003cbr\u003eWorking with Conditional Statements\u003cbr\u003eUnderstanding Arrays and Dictionaries\u003cbr\u003eUsing Loops\u003cbr\u003eWorking with Scope\u003cbr\u003eCreating Custom Events\u003cbr\u003eDebugging Code\u003cbr\u003e\u003cstrong\u003eHOUR 12:\u003c\/strong\u003e Collisions, Humanoids, Score \u003cbr\u003eIntroduction to Collisions\u003cbr\u003eDetecting Collisions\u003cbr\u003eIntroduction to Humanoids\u003cbr\u003e\u003cstrong\u003eHOUR 13: \u003c\/strong\u003eInteracting with GUIs \u003cbr\u003eCreating GUIs\u003cbr\u003eBasic GUI Elements\u003cbr\u003eCoding Interactive GUIs\u003cbr\u003eTweening\u003cbr\u003eLayouts\u003cbr\u003eMaking a GUI Countdown\u003cbr\u003e\u003cstrong\u003eHOUR 14:\u003c\/strong\u003e Coding Animation \u003cbr\u003eWorking with Position and Rotation\u003cbr\u003eMoving Objects Smoothly with Tween\u003cbr\u003eMoving an Entire Model\u003cbr\u003e\u003cstrong\u003eHOUR 15:\u003c\/strong\u003e Sounds and Music \u003cbr\u003eCreating a Soundtrack\u003cbr\u003eImporting Music and Sound Assets\u003cbr\u003eCreating Ambient Sounds\u003cbr\u003eTriggering Sounds Using Code\u003cbr\u003eGrouping Sounds\u003cbr\u003e\u003cstrong\u003eHOUR 16:\u003c\/strong\u003e Using the Animation Editor \u003cbr\u003eIntroduction to the Animation Editor\u003cbr\u003eCreating Poses\u003cbr\u003eSaving and Exporting Animations\u003cbr\u003eEasing\u003cbr\u003eWorking with Inverse Kinematics\u003cbr\u003eAnimation Settings\u003cbr\u003eWorking with Animation Events\u003cbr\u003e\u003cstrong\u003eHOUR 17:\u003c\/strong\u003e Combat, Teleporting, Data Stores \u003cbr\u003eIntroduction to Tools\u003cbr\u003eTeleportation\u003cbr\u003eTeleportService\u003cbr\u003eUsing Persistent Data Stores\u003cbr\u003eData Store Functions\u003cbr\u003eProtecting and Responding to Errors\u003cbr\u003e\u003cstrong\u003eHOUR 18:\u003c\/strong\u003e Multiplayer Code and the Client-Server Model \u003cbr\u003eThe Client-Server Model\u003cbr\u003eWhat Are RemoteFunctions and RemoteEvents?\u003cbr\u003eServer-Side Validation\u003cbr\u003eTeams\u003cbr\u003eNetwork Ownership\u003cbr\u003e\u003cstrong\u003eHOUR 19:\u003c\/strong\u003e Module Scripts \u003cbr\u003eGetting to Know the Module Script\u003cbr\u003eUnderstanding Client-Side Versus Server-Side Module Scripts\u003cbr\u003eUsing Module Scripts: Game Loop\u003cbr\u003e\u003cstrong\u003eHOUR 20:\u003c\/strong\u003e Coding Camera Movements \u003cbr\u003eIntroduction to Cameras\u003cbr\u003eCoding a Camera Move\u003cbr\u003eUsing the Render Step\u003cbr\u003eOffsetting the Camera\u003cbr\u003e\u003cstrong\u003eHOUR 21\u003c\/strong\u003e: Cross-Platform Building \u003cbr\u003eImproving Game Performance\u003cbr\u003eImproving Your Scripts\u003cbr\u003eMaking Your Game Mobile-Friendly\u003cbr\u003eConsole and VR\u003cbr\u003e\u003cstrong\u003eHOUR 22:\u003c\/strong\u003e Global Community Building \u003cbr\u003eIntroduction to Localization\u003cbr\u003eGlobal Compliance\u003cbr\u003ePrivacy Policies: GDPR, CCPA, and You\u003cbr\u003e\u003cstrong\u003eHOUR 23:\u003c\/strong\u003e Monetization \u003cbr\u003eGame Passes: One-Time Purchases\u003cbr\u003eSelling Your Game Pass in Game \u003cbr\u003eDeveloper Products: Consumables\u003cbr\u003eRoblox Premium\u003cbr\u003eDeveloper Exchange: Earn Real Money from Your Game\u003cbr\u003e\u003cstrong\u003eHOUR 24:\u003c\/strong\u003e Attracting Players \u003cbr\u003eGame Icons, Thumbnails, and Trailers\u003cbr\u003eUpdates\u003cbr\u003eAdvertising and Notifications\u003cbr\u003eAnalytics\u003cbr\u003e\u003cstrong\u003eAPPENDIX A:\u003c\/strong\u003e Lua Scripting References \u003cbr\u003eModifying Properties That Are Data Type and Enumerations\u003cbr\u003eConditional Structures\u003cbr\u003eExpanding Lua Knowledge\u003cbr\u003e\u003cstrong\u003eAPPENDIX B:\u003c\/strong\u003e Properties and Functions of Humanoid \u003cbr\u003e9780136829737 TOC 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