Games development and programming Books
Taylor & Francis Ltd Game Balance
Book SynopsisWithin the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006.Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.Table of ContentsForeword. Preface. Kinds of Balance. Critical Vocabulary. Numeric Relationships. Economic Systems. Trading Systems. Transitive Mechanics and Cost Curves. Probability and Randomness (Dice). Probability and Dice (Cards). Managing Luck and Skill. Human Intuition. Pseudorandom Numbers. Infinite Probabilites. Situational Balance. Progression in PvE Games. Progression in PvP Games. Statistics. Analytics. Metagame Systems. Intransitive Mechanics and Payoff Matrices. Beyond Balance.
£118.75
Taylor & Francis Ltd The Routledge Companion to Video Game Studies
Book SynopsisA definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay providesTable of ContentsTECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O’Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)
£204.25
Taylor & Francis Ltd The Business of Indie Games
The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you're making your first game or tenth, this book is a must read. Paul Baldwin, Curve DigitalThe video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. Graham Smith, Co-Founder of DrinkBox StudiosThis book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. Scott Drader, Co-Founder of Metalhead Software There's nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and laun
£44.64
Taylor & Francis Ltd Videogames and Agency
Book SynopsisVideogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics.This book will aTrade ReviewVideogames and Agency offers an important contribution to debates around a central concept in Game Studies, providing a new framework to think through the relationship between production context, design and player agency. Using paratextual and textual analysis, Dr Bettina Bódi works adeptly across three engaging case studies to broaden our understanding of how games and their designers afford and constrain player action. This is vital reading for anyone who wants to understand more about one of the key questions in games research.Dr Nick Webber, Associate Professor in Media, Birmingham City University, UKBettina Bódi’s Videogames and Agency is a unique and indispensable book for scholars, students, and game designers. By considering agency as an affordance of videogames that is firmly rooted in their developers’ design ethos, Bódi ties together theoretical perspectives and industry practices of agency. Thoroughly researched, yet immensely readable, the book gives a much needed introduction to a central issue in the study of video games.Hans-Joachim Backe, Associate Professor, Center for Digital Play, ITU Copenhagen, DenmarkTable of ContentsAcknowledgements; Introduction; 1. Understanding Agency; Agency in Game Studies; Agency in Game Design; Toward a Conceptualisation of Agency; 2. A Multidimensional Heuristic Framework for Analysing Player Agency; Agency Afforded in Space: The Spatial-Explorative Dimension; Agency Afforded in Time: The Temporal-Ergodic Dimension; Agency Over the Avatar and its Surroundings: The Configurative-Constructive Dimension; Agency and Narrativity: The Narrative-Dramatic Dimension; 3. An “Active Cinematic Experience”: Naughty Dog’s Uncharted Series; Naughty Dog and the Uncharted Franchise; Developing Uncharted 4: A Thief’s End; Agency and a “Cinematic Feel”; 4. “A Compelling Story with Choices That Matter”: BioWare’s Mass Effect Series; BioWare and the Mass Effect Franchise; Developing Mass Effect: Andromeda; Narrativity, Eventfulness, and Agency; 5. “The World is Your Play-Doh”: System Era Softworks and Astroneer; Independent Games: Definitions and TrendsDeveloping Astroneer; Agency and Playfulness; Conclusion; Index
£34.99
Taylor & Francis Ltd The Ludotronics Game Design Methodology
Book SynopsisThis book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book's methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and win the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the bookare available at Table of ContentsPhase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.
£44.99
Taylor & Francis Ltd Game Design Workshop
Book SynopsisCreate the digital games you love to play.Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.Tracy Fullerton 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.This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.Game Design Workshop puts you to work prototyping, playtesting, and revis
£133.00
Taylor & Francis Ltd Game Audio with FMOD and Unity
Book SynopsisGame Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website. Table of ContentsContentsList of FiguresPrefaceChapter 1: Game EnginesChapter 2: Audio MiddlewareChapter 3: Game Audio vs Film SoundChapter 4: Getting Started with FMODChapter 5: LoopingChapter 6: 2D vs 3D SoundChapter 7: Getting Started in UnityChapter 8: Level Building in UnityChapter 9: Exploring the Game EnvironmentChapter 10: Integrating FMOD and UnityChapter 11: Interactive Game ObjectsChapter 12: Crate SoundsChapter 13: Putting the "S" into FPSChapter 14: Changing FootstepsChapter 15: The Enemies Shoot BackChapter 16: ParametersChapter 16b: Parameters 2Chapter 16b: Bonus Chapter – Parameters 2Chapter 17: Signal Routing in FMODChapter 18: FMOD Effect PluginsChapter 19: Ambience and TransceiversChapter 20: Real-Time MixingChapter 21: Mix SnapshotsChapter 22: The Health SystemChapter 23: Game Over Man!Chapter 24: Game Music Part 1 – VariationChapter 25: Game Music Part 2 – Parameter ControlChapter 26: Setting Up Unity for MusicChapter 27: Mixing the Game – SidechainsChapter 28: Optimizing the GameChapter 29: Building the GameIndex
£47.49
Taylor & Francis Ltd A Practical Guide to Indie Game Marketing
Book SynopsisLearn how to market for your indie game, even with a small budget and limited resources.For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games.Through case studies, exaTable of ContentsChapter 1: Introduction Chapter 2: Marketing Fundamentals Chapter 3: Branding Written by Guest Author Tom ByronCase Study: Klei Entertainment Chapter 4: Developing Your Market Campaign and Calendar Chapter 5: Marketing Vehicles That Can Work Well for Indies Case Study: Supergiant Games Chapter 6: Developing the Marketing Plan Case Study: The Binary Mill’s Mini Motor Racing Chapter 7: PR Written by Guest Author Emily MorgantiCase Study: Additional PR Examples Chapter 8: Marketing Materials Chapter 9: Audience/Community Development Case Study: Telltale Games Chapter 10: Post-Launch Case Study: Flippfly’s Race the Sun Chapter 11: What if Something Goes Wrong?! Appendix 1: Glossary Appendix 2: Marketing Fundamentals Worksheet Appendix 3: Marketing Plan Outline Appendix 4: Check Lists Appendix 5: Press Release Worksheets
£42.74
Cambridge University Press OnScreen Language in Video Games
a huge range and FREE tracked UK delivery on ALL orders.
£17.00
ISTE Ltd and John Wiley & Sons Inc Digital Holography
Book SynopsisThis book presents a substantial description of the principles and applications of digital holography.The first part of the book deals with mathematical basics and the linear filtering theory necessary to approach the topic. The next part describes the fundamentals of diffraction theory and exhaustively details the numerical computation of diffracted fields using FFT algorithms. A thorough presentation of the principles of holography and digital holography, including digital color holography, is proposed in the third part.A special section is devoted to the algorithms and methods for the numerical reconstruction of holograms. There is also a chapter devoted to digital holographic interferometry with applications in holographic microscopy, quantitative phase contrast imaging, multidimensional deformation investigations, surface shape measurements, fluid mechanics, refractive index investigations, synthetic aperture imaging and information encrypting.Keys so as to understand the differences between digital holography and speckle interferometry and examples of software for hologram reconstructions are also treated in brief. Contents 1. Mathematical Prerequisites.2. The Scalar Theory of Diffraction.3. Calculating Diffraction by Fast Fourier Transform.4. Fundamentals of Holography.5. Digital Off-Axis Fresnel Holography.6. Reconstructing Wavefronts Propagated through an Optical System.7. Digital Holographic Interferometry and Its Applications.Appendix. Examples of Digital Hologram Reconstruction ProgramsTable of ContentsIntroduction xv Chapter 1. Mathematical Prerequisites 1 Chapter 2. The Scalar Theory of Diffraction 27 Chapter 3. Calculating Diffraction by Fast Fourier Transform 77 Chapter 4. Fundamentals of Holography 115 Chapter 5. Digital Off-Axis Fresnel Holography 165 Chapter 6. Reconstructing Wavefronts Propagated through an Optical System 237 Chapter 7. Digital Holographic Interferometry and Its Applications 271 Appendix. Examples of Digital Hologram Reconstruction Programs 319 Bibliography 339 Index 355
£135.80
ISTE Ltd and John Wiley & Sons Inc Digital Color: Acquisition, Perception, Coding
Book SynopsisIn this book the authors identify the basic concepts and recent advances in the acquisition, perception, coding and rendering of color. The fundamental aspects related to the science of colorimetry in relation to physiology (the human visual system) are addressed, as are constancy and color appearance. It also addresses the more technical aspects related to sensors and the color management screen. Particular attention is paid to the notion of color rendering in computer graphics. Beyond color, the authors also look at coding, compression, protection and quality of color images and videos. Individual chapters focus on the LMS specification, color constancy, color appearance models, rendering in synthetic image generation, image sensor technologies, image compression, and quality and secure color imaging. Ideal for researchers, engineers, Master’s and PhD students, Digital Color: Acquisition, Perception, Encoding and Rendering offers a state of the art on all the scientific and technical issues raised by the different stages of the digital color process – acquisition, analysis and processing. Contents 1. Colorimetry and Physiology – The LMS Specification, Françoise Viénot and Jean Le Rohellec. 2. Color Constancy, Jean-Christophe Burie, Majed Chambah and Sylvie Treuillet. 3. Color Appearance Models, Christine Fernandez-Maloigne and Alain Trémeau. 4. Rendering and Computer Graphics, Bernard Péroche, Samuel Delepoulle and Christophe Renaud. 5. Image Sensor Technology, François Berry and Omar Ait Aider. 6. From the Sensor to Color Images, Olivier Losson and Eric Dinet. 7. Color and Image Compression, Abdelhakim Saadane, Mohamed-Chaker Larabi and Christophe Charrier. 8. Protection of Color Images, William Puech, Alain Trémeau and Philippe Carré. 9. Quality Assessment Approaches, Mohamed-Chaker Larabi, Abdelhakim Saadane and Christophe Charrier.Table of ContentsForeword xi Pierre Bonton Chapter 1. Colorimetry and Physiology – The LMS Specification 1 Françoise Viénot and Jean Le Rohellec 1.1. Physiological basis 2 1.2. The XYZ colorimetry: the benchmark model of CIE 9 1.3. LMS colorimetry 11 1.4. Colors in their context 22 1.5. Conclusion 25 1.6. Bibliography 25 Chapter 2. Color Constancy 29 Jean-Christophe Burie, Majed Chambah and Sylvie Treuillet 2.1. Introduction 29 2.2. Theoretical preliminaries and problems 30 2.3. Color constancy models 34 2.4. Color correction algorithms 37 2.5. Comparison of color constancy algorithms 54 2.6. Conclusion 59 2.7. Bibliography 59 Chapter 3. Color Appearance Models 65 Christine Fernandez-Maloigne and Alain Trémeau 3.1. Introduction 65 3.2. The two perceptual phenomena of color appearance 67 3.3. The main components of a CAM 73 3.4. The CIECAM02 81 3.5. Conclusion 89 3.6. Bibliography 90 Chapter 4. Rendering and Computer Graphics 93 Bernard Péroche, Samuel Delepoulle and Christophe Renaud 4.1. Introduction 93 4.2. Reflection and representation models of light sources 94 4.3. Simulation of light propagation 99 4.4. Display of results 106 4.5. Conclusion 114 4.6. Bibliography 115 Chapter 5. Image Sensor Technology 119 François Berry and Omar Ait Aider 5.1. Photodetection principle 119 5.2. Imagers 124 5.3. Spectral sensitivity of imagers 138 5.4. Color acquisition systems 138 5.5. Through monochrome camera 139 5.6. Tri-sensor systems 141 5.7. Color camera based on color filter arrays 142 5.8. Variants of integrated sensors 144 5.9. Conclusion 146 5.10. Bibliography 147 Chapter 6. From the Sensor to Color Images 149 Olivier Losson and Eric Dinet 6.1. Introduction 149 6.2. Presentation and formalization of demosaicing 150 6.3. Demosaicing methods 159 6.4. Quality of the estimated image 171 6.5. Color camera calibration 178 6.6. Conclusion 181 6.7. Bibliography 181 Chapter 7. Color and Image Compression 187 Abdelhakim Saadane, Mohamed-Chaker Larabi and Christophe Charrier 7.1. Introduction 187 7.2. Fundamentals of image compression 188 7.3. Compression standards and color 198 7.4. Color Image Compression 211 7.5. General conclusion 219 7.6. Bibliography 221 Chapter 8. Protection of Color Images 227 William Puech, Alain Trémeau and Philippe Carré 8.1. Introduction 227 8.2. Protection and security of digital data 228 8.3. Color image watermarking 238 8.4. Protection of color images by selective encryption (SE) 248 8.5. Conclusion 257 8.6. Bibliography 258 Chapter 9. Quality Assessment Approaches 265 Mohamed-Chaker Larabi, Abdelhakim Saadane and Christophe Charrier 9.1. Introduction 265 9.2. Color fidelity metric 268 9.3. Subjective assessment of the quality 271 9.4. Objective evaluation of quality 280 9.5. Performance evaluation of the metrics 295 9.6. Conclusion 297 9.7. Bibliography 300 List of Authors 307 Index 311
£132.00
ISTE Ltd and John Wiley & Sons Inc Digital Color Imaging
Book SynopsisThis collective work identifies the latest developments in the field of the automatic processing and analysis of digital color images. For researchers and students, it represents a critical state of the art on the scientific issues raised by the various steps constituting the chain of color image processing. It covers a wide range of topics related to computational color imaging, including color filtering and segmentation, color texture characterization, color invariant for object recognition, color and motion analysis, as well as color image and video indexing and retrieval. Contents 1. Color Representation and Processing in Polar Color Spaces, Jesús Angulo, Sébastien Lefèvre and Olivier Lezoray. 2. Adaptive Median Color Filtering, Frédérique Robert-Inacio and Eric Dinet. 3. Anisotropic Diffusion PDEs for Regularization of Multichannel Images: Formalisms and Applications, David Tschumperlé. 4. Linear Prediction in Spaces with Separate Achromatic and Chromatic Information,Olivier Alata, Imtnan Qazi, Jean-Christophe Burie and Christine Fernandez-Maloigne. 5. Region Segmentation, Alain Clément, Laurent Busin, Olivier Lezoray and Ludovic Macaire. 6. Color Texture Attributes, Nicolas Vandenbroucke, Olivier Alata, Christèle Lecomte, Alice Porebski and Imtnan Qazi. 7. Photometric Color Invariants for Object Recognition, Damien Muselet. 8. Color Key Point Detectors and Local Color Descriptors, Damien Muselet and Xiaohu Song. 9. Motion Estimation in Color Image Sequences, Bertrand Augereau and Jenny Benois-Pineau.Table of ContentsForeword xi Henri Maître Chapter 1. Color Representation and Processing in Polar Color Spaces 1 Jesús Angulo, Sébastien Lefèvre and Olivier Lezoray 1.1. Introduction 1 1.2. The HSI triplet 3 1.3. Processing of hue: a variable on the unit circle 8 1.4. Color morphological filtering in the HSI space 15 1.5. Morphological color segmentation in the HSI space 24 1.6. Conclusion 35 1.7. Bibliography 36 Chapter 2. Adaptive Median Color Filtering 41 Frédérique Robert-Inacio and Eric Dinet 2.1. Introduction 41 2.2. Noise 42 2.3. Nonlinear filtering 47 2.4. Median filter: methods derived from vector methods 51 2.5. Adaptive filters 60 2.6. Performance comparison 66 2.7. Conclusion 71 2.8. Bibliography 72 Chapter 3. Anisotropic Diffusion PDEs for Regularization of Multichannel Images: Formalisms and Applications 75 David Tschumperlé 3.1. Introduction 75 3.2. Preliminary concepts 80 3.3. Local geometry in multi-channel images 81 3.4. PDEs for multi-channel image smoothing: overview 87 3.5. Regularization and curvature preservation 102 3.6. Numerical implementation 109 3.7. Some applications 112 3.8. Conclusion 116 3.9. Bibliography 116 Chapter 4. Linear Prediction in Spaces with Separate Achromatic and Chromatic Information 123 Olivier Alata, Imtnan Qazi, Jean-Christophe Burie and Christine Fernandez-Maloigne 4.1. Introduction 123 4.2. Complex vector 2D linear prediction 124 4.3. Spectral analysis in the IHLS and L*a*b* color spaces 129 4.4. Application to segmentation of textured color images 136 4.5. Conclusion 145 4.6. Bibliography 146 Chapter 5. Region Segmentation 149 Alain Clément, Laurent Busin, Olivier Lezoray and Ludovic Macaire 5.1. Introduction 149 5.2. Compact histograms 150 5.3. Spatio-colorimetric classification 158 5.4. Segmentation by graph analysis 167 5.5. Evaluation of segmentation methods against a “ground truth” 181 5.6. Conclusion 186 5.7. Bibliography 187 Chapter 6. Color Texture Attributes 193 Nicolas Vandenbroucke, Olivier Alata, Christèle Lecomte, Alice Porebski and Imtnan Qazi 6.1. Introduction 193 6.2. Statistical features 201 6.3. Spatio-frequential features 213 6.4. Stochastic modeling 217 6.5. Color texture classification 223 6.6. Conclusion 232 6.7. Bibliography 233 Chapter 7. Photometric Color Invariants for Object Recognition 241 Damien Muselet 7.1. Introduction 241 7.2. Basic assumptions 246 7.3. Color invariant characteristics 255 7.4. Conclusion 280 7.5. Bibliography 280 Chapter 8. Color Key Point Detectors and Local Color Descriptors 285 Damien Muselet and Xiaohu Song 8.1. Introduction 285 8.2. Color key point and region detectors 286 8.3. Local color descriptors 299 8.4. Conclusion 308 8.5. Bibliography 309 Chapter 9. Motion Estimation in Color Image Sequences 317 Bertrand Augereau and Jenny Benois-Pineau 9.1. Introduction 317 9.2. Extension of classical motion estimation techniques to color image spaces 318 9.3. Apparent motion and vector images 324 9.4. Conclusion 334 9.5. Bibliography 336 Appendix A. Appendix to Chapter 7: Summary of Hypotheses and Color Characteristic Invariances 339 A.1.Bibliography 344 List of Authors 345 Index 349
£132.00
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Roblox Lua Scripting Essentials: A Step-by-Step
Book SynopsisEmbark on a transformative journey through the exciting world of Roblox Lua scripting with this comprehensive hands-on guide. Tailored to game developers, both seasoned and new, this book serves as your roadmap to mastering the art and science of Lua scripting within the dynamic Roblox Studio environment.You'll explore a wide spectrum of foundational concepts, including variables, functions, loops, tables, arrays, and more. Delve into advanced topics like raycasting, object-oriented programming with humanoids, and intricate leaderboard systems. Each chapter is crafted with real-world examples and step-by-step tutorials, empowering you to create engaging and interactive gameplay experiences.You'll gain profound insights into modularization, efficient coding practices, and techniques to optimize your scripts, paving the way to elevate your game development to an entirely new plane of creativity and complexity. You'll also discover sophisticated scripting concepts, such as custom events, and client-server communication. Invest in your future as a Roblox developer today, and let this book be your guide to crafting extraordinary gaming experiences. Roblox Lua Scripting Essentials provides the insight, tools, and guidance needed to shape your unique path in this thrilling domain of game development. What You'll Learn Wield variables, functions, loops, conditionals, arrays, and more to create dynamic gameplay elements Explore the principles of object-oriented programming, and modularization techniques to develop clean, efficient, and organized code Understand the complex client-server relationships, custom events, and multiplayer functionalities that bring games to life Discover the power of modular coding, enabling you to create more organized and maintainable code bases Lay down a robust foundation in Lua scripting for Roblox Who This Book Is For This book is meticulously crafted to serve a diverse array of readers, ranging from complete beginners to intermediate developers.Table of Contents
£38.24
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Scripting Farming Simulator with Lua: Unlocking the Virtual Fields
Book SynopsisCreate mods using the popular game Farming Simulator with Lua, a versatile scripting language that can run on various platforms and applications. This open access book is best suited for programmers who want to learn how to use Lua to write scripts that can enhance and extend the gameplay experience.You'll start by reviewing the basics of programming in Lua and then move on to advanced topics, such as object-oriented programming, vehicle and placeable specializations, network synchronization, and creating custom user interfaces. With step-by-step instructions and detailed explanations, you'll see how to create scripts that modify game mechanics and add new features to the game.The practical examples and projects are ideal for providing hands-on experience with Lua scripting. Whether you are a creator looking to take your skills to the next level or a game developer interested in learning a new programming language, Scripting Farming Simulator with Lua is the ultimate guide to mastering Lua scripting.What You'll Learn Understand the fundamentals of programming in LUA Implement a basic “Hello-World” mod Add a new graphical user interface to your mod Use hook scripts to extend base game features Publish your mod on the official Farming Simulator ModHub Who This Book Is ForCreators who want to add new features to Farming Simulator; game developers who want to learn a new programming language for modding purposes, and anyone who wants to expand their knowledge of programming and scripting.Table of ContentsChapter 0: Introduction• About Farming Simulator• What you will learn in this book• Technical requirements• Exploring the GDNo Modding resourceso Video tutorialso Documentationo Community Forumo Downloadso LUADOCo YouTube• Looking at the ModHubo Financial opportunities of mod creation• How to attend FarmCon• Participating in the mod contest• SummaryChapter 1: The LUA Programming Language• Technical requirements• Learning about data types and creating variableso Data typeso Setting and manipulating variableso Numberso Booleanso Stringso Tableso Dictionaries• Conditional statements• Declaring and using loopso for loopso while loopso repeat loops• Learning about functionso Functions in programmingo Recursion• Classes• Demonstrating programming style and efficiencyo General programming style rules• SummaryChapter 2: Getting Started with the GIANTS Editor• Technical requirements• Installing the GIANTS Editor• The Viewporto Movement and camera manipulationo Viewport Options• The Scenegraph Panelo Entities and the Parent-Child Hierarchy• Application menuso The File menuo The Edit menuo The Create menuo The View menuo The Scripts menuo The Window menuo The Help menu• The Attributes Panel• The Toolbaro Translation modeo Rotation modeo Scaling mode• Terrain Editingo Terrain sculpt modeo Terrain detail texture paint mode• Scriptingo The Console• SummaryChapter 3: The GIANTS Debugger IDE• Technical Requirements• Installing the GIANTS Debugger• Application menuso The File menuo The Edit menuo The View menuo The Debug menuo The Window menuo The Help menu• Creating and debugging scriptso Using breakpointso Using the Locals tab and the Callstack• SummaryChapter 4: Making a Diner with a Rotating Sign• Technical requirements• Preparing the diner model• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 5: Rotating Mower Mod• Technical requirements• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 6: Speed Trap Trailer Mod• Technical requirements• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 7: Mileage Counter HUD Mod• Technical requirements• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 8: Multi-Bale Spawner Mod• Technical requirements• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 9: Money Cheat Mod• Technical requirements• Creating mod scriptso Creating XML fileso Creating LUA files• Testing the mod• SummaryChapter 10: Publishing on the ModHub• Technical requirements• What is the ModHub?• Creating an account• ModHub creation guidelines• Using the TestRunner• Uploading your first mod• Getting feedback and updating your mod• Rewards & Awards• SummaryDocumentation & Appendix• Debugging• Position, Orientation, & Size• Entities• Entity Relations• I3D• Physics• Network
£35.99
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Flame Game Development: Your Guide to Creating Cross-Platform Games in 2D Using Flame Engine in Flutter 3
Book SynopsisReimagine your development process and create, test, and deploy your mobile, web, desktop, and embedded apps from a single codebase. This book shows you how to leverage Flame, the modular Flutter game engine, to build cross-platform 2D games. With Flutter, you can create all kinds of apps by making subtle changes to projects at the code level. Guided by a practical project-based approach, you'll begin by downloading and installing the game engine. You'll then move on to creating widgets in Flutter and components within our game, such as player, enemy, background, consumables, etc. The book also shows you how to add sprites, render images, setup animation, and much more. Flame Game Development is perfect for the novice eager to gain hands-on knowledge of this exciting game engine's library to create a simple 2D game. What You'll Learn Apply Flutter coding skills to game development Develop games that can be played on all platforms Create your first 2D game using Flame Who This Book Is ForBeginners who want to learn how to develop games on Flame and create their first 2D game with Flutter.Table of ContentsChapter 1: Create a project in Flutter and add FlameChapter 2: Flame basics• Game class and components• Components• Game classes: Game and Flame Game• Example: Draw a sprite• Example: Draw a circle• Example: Update circle position• Key processes and functions at Flame• Game loop• Render function• Update function• Other important functions in FlameChapter 3: Flame fundamentals• Sprite component: Components for rendering images• Practical case: Single image sprite• Practical case: Sprite Sheet• Practical case: Animate sprite sheet• Function for animation• Sprite animation component• Practical case: Multiple animations• Input: Keyboard• Game class level• Practical case• Component level• Practical case• Input: Tap• Game class level• On Tap Down• On Long Tap Down• On Tap Up• On Tap Cancel• Practical case• Component level• Challenge: Practical case• Resolution challenge• Challenge: Animations and inputs (Keyboard): Walk and rest animation• Resolution challenge• Mirror or flip the sprite• Practical case• Constant velocity• Key combination• Position Component: Components to render objects• Practical case• Debug mode• Detect collisions• Practical case• Challenge: Change direction• Challenge: Colliding circles• Resolution challenge• Counter for collisions• Sprite collisionsChapter 4: Game: Meteor shower• Offset collision circles on the vertical axis• Add collision circles by time• Remove invisible components (collision circles)• Prevent the player from crossing the screen• Player: Vary animation when detecting screen edge• Gravity for the player• Player: Implement jump• Modularize player class• Meteor animated sprite• Impact counterChapter 5: Background in color and image• Background color• Background image• Get component information from the Game class• Update player component with map dimensions• Set the camera to follow the component• Update meteor component with map dimensions
£42.49
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Programming for Game Design: A Hands-On Guide with Godot
Book SynopsisCreate video game elements using the Godot game engine, gaining practical experience in programming and video game development. The Godot game engine uses a simplified programming language called GDScript, which closely resembles Python. By learning GDScript, you can focus more on learning the basics of programming. You’ll explore concepts such as variables and data structures variables used to store information about video game objects that can be manipulated using a keyboard or a mouse. You’ll also learn about user interface design, branching statements, and looping statements, enabling you to actively engage in programming and create your own interactive games. By the end of the book, you’ll have a solid understanding of how video game elements work and how the basic principles of programming work as well. By programming simple video game elements in the Godot game engine, you’ll learn both programming and the principles of 2D video game design.What You Will Learn Understand the basics of programming by creating simple video game elements in the Godot game engine. Explore variables and data structures to actively store and modify information about video game objects. Gain a deeper understanding of user interface design. Master simplified programming languages like GDScript. Who This Book Is For Aspiring programmers and game enthusiasts seeking an engaging introduction to programming through video game creation.Table of ContentsChapter 1: Why learn programming with the Godot game engine Chapter 2: Getting to know Godot Chapter 3: Writing scripts Chapter 4: Storing data in variables Chapter 5: Mathematical operations Chapter 6: Branching statements Chapter 7: Looping statements Chapter 8: Understanding arrays Chapter 9: Understanding dictionaries Chapter 10: Functions Chapter 11: Object-oriented programming Chapter 12: Getting input from the user Chapter 13: Shooting projectiles Chapter 14: Adding projectiles to a player Chapter 15: Hitting enemies with projectiles Chapter 16: Displaying a user interface Chapter 17: Adding physics Chapter 18: Playing audio Chapter 19: Creating and using scenes Chapter 20: Using Signals Chapter 21: Creating a Simple Tic-Tac-Toe Game
£39.99
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Unity Cookbook
Book SynopsisMaster the intricacies of Unity's character controllers with a deep dive into Unity's Starter Assets. This book is an essential resource for game developers looking to elevate their skills in Unity game development, offering detailed insights and practical examples to help you create complete, sophisticated, high-performance systems. Part of the Apress cookbook series, the recipes in this book provide a comprehensive guide to creating dynamic and immersive character interactions, equipping developers with the skills necessary to build responsive character controllers for both first-person and third-person perspectives. By leveraging pre-configured assets, developers can streamline the creation process, ensuring optimized performance and enhanced player experiences. Explore Unity's New Input System, a revolutionary framework designed to enhance control and flexibility in game development. Delve into the art of architecting enemy AI using Finite State Machines (FSMs) to create intelligent and responsive behaviors. Build a sophisticated melee combat system inspired by top-tier action games. Unlock the potential of advanced player movement with a focus on parkour mechanics. Implement a robust shooter weapon system that enhances gameplay through strategic weapon interactions. Optimize game performance through efficient object pooling techniques. What You Will LearnImplement re-bindable controls and create sophisticated input schemes that elevate gameplay interactions. Set up navigation and pathfinding, creating AI that can dynamically navigate, pursue, and interact with players. Craft a melee combat system that offers a dynamic and engaging player experienceCreate fluid and responsive parkour mechanics that enhance the realism and excitement of your game. Build a comprehensive shooter weapon systemDevelop object pooling systems that enhance performance and resource management, ensuring a seamless and immersive gaming experience. Who This Book Is ForGame developers with a foundational understanding of game development concepts, the Unity 3D engine, and C# programming. Ideal readers should have a basic grasp of Unity's interface and primary functionalities to fully benefit from the content.
£49.49
Apress Game Development Concepts in C
Book SynopsisChapter 1: Introduction.- Chapter 2: Collision Mechanics.- Chapter 3: Interaction Mechanics.- Chapter 4: Environmental Mechanics.- Chapter 5: Character Mechanics.- Chapter 6: Combat Mechanics.- Chapter 7: Physics and Dynamics.- Chapter 8: Audio and Visual Effects.- Chapter 9: AI and Pathfinding.- Chapter 10: Networking and Multiplayer.- Chapter 11: Advanced Mechanics.- Chapter 12: Case Studies.- Chapter 13: Appendices.
£46.74
Apress Cybersecurity Threats Attacks in Gaming Industry
Book SynopsisChapter 1: Introduction of Cybersecurity in the Gaming Industry.- Chapter 2: Key aspects of Cybersecurity in Gaming Industry.- Chapter 3: Games Target of Cybersecurity Attacks.- Chapter 4: Cybersecurity Threats & Attacks in Gaming Industry.
£33.74
Apress Next Generation Gamemaking
Book SynopsisChapter 1: A Quarter-century of GameMaker.- Chapter 2: Game Logic with GML- Chapter 3: Core GameMaker Visual Functions.- Chapter 4: Audio, More on Keyboards, and Particles.- Chapter 5: Cameras, Layers, and Tilesets.- Chapter 6: Spatial Audio, Motion Planning, and Paths.- Chapter 7: Physics in GameMaker.- Chapter 8: Sequences, Audio Effects, and Gamepads.- Chapter 9: Debugging and Sharing Your Game.- Chapter 10: Advanced Events and Assorted Superior Techniques.- Appendix.
£39.99