Games development and programming Books
CRC Press The Game Business Guidebook
Book SynopsisThis book is the perfect toolkit for any developer who wishes to transform an idea into a viable business. From the experience of a game designer and a business developer, it covers every step from the conception of the game to signing a deal with a publisher; finding the right type of funds, sending follow-up e-mails, and attending trade shows are just a few of the tools the reader will find in the book.Benefitting from the authors combined 30+ years of experience in the industry, the book provides an in-depth business strategy for games. The book is divided into four sections: introduction, preparation, execution, and contingencies. The reader is presented with the knowledge required to get started, both for the companyâs culture and strategy and for the teamâs pitching abilities and material. In the action phase, the authors explain how to prepare a budget, deal with the publisher, and cultivate their professional relationship. Lastly, the book explains how to deal with un
£46.54
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
CRC Press Running a Successful Live Service Game
Book SynopsisThis book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization.Youâll discover the 3 LAPs of Operations frameworkâa dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics.While some studio leaders merely talk about riding the trend, this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations.Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.
£114.00
CRC Press Game Design Deep Dive
Book SynopsisGame Design Deep Dive: RealâTime Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market.Key Features: Discusses balancing and designing asymmetrical features and units. Explores user interface (UI)/user experience (UX) design and building effective GUIs. Examines the differences between multiplayer and singleâplayer balancing and how to appeal to both audiences. Provides predictions on the next big trend for the genre.
£42.74
CRC Press The Definitive Game Narrative Guide
Book SynopsisThe Definitive Game Narrative Guide is the ultimate start and end point for storytelling in video games. Whether you're an aspiring writer or a seasoned game developer, this book offers an in-depth, comprehensive look at the entire narrative process.Written by two industry veterans with experience across some of the biggest AAA franchises, this guide covers the basics to the advanced, including the âœwhyâ for each topic as much as the âœhowâ.The book explores the nuances of world-building, character development, interactive storytelling, and the technical challenges unique to game narrative. With real-world examples, practical insights, and expert advice, it provides a look into how game stories come together, from the smallest indie project to massive AAA teams.The Definitive Game Narrative Guide is more than a how-to book, as it also serves as an industry insiderâs perspective on what makes game storytelling truly great. It discusses techniques to navigate the creative workplace, working as a creative, and most importantly, collaborating with other creatives and disciplines, such as art and design.An essential tool for anyone looking to level up their understanding of game narrative. This book will help you bring unforgettable stories to life in interactive form.
£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 Dungeons and Desktops
Book SynopsisComputer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It''ll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titlesTable of ContentsAcknowledgmentsChris Avellone’s PrefaceAuthors’ PrefaceChapter 1 ◾ Introduction to Computer Role-Playing GamesChapter 2 ◾ OriginsChapter 3 ◾ The Dark AgeChapter 4 ◾ The Bronze AgeChapter 5 ◾ The Silver AgeChapter 6 ◾ The Birth of the Golden AgeChapter 7 ◾ SSI’s Golden AgeChapter 8 ◾ Origin’s Golden AgeChapter 9 ◾ Sir-Tech, New World Computing, and SierraChapter 10 ◾ Early Japanese Role-Playing GamesChapter 11 ◾ Dungeon Master and the Rise of Real-Time 3DChapter 12 ◾ Other Games of the Golden AgeChapter 13 ◾ The Epic FailsChapter 14 ◾ The Platinum AgeChapter 15 ◾ Diablo and the Rise of Action RPGsChapter 16 ◾ Fallout and Baldur’s GateChapter 17 ◾ Other Highlights of the Platinum AgeChapter 18 ◾ The Birth of the Modern AgeChapter 19 ◾ Modern JRPGsChapter 20 ◾ The Rise of the MMORPGChapter 21 ◾ The Late Modern AgeChapter 22 ◾ The Renaissance, KickstartedChapter 23 ◾ The Road Ever Ventures ForthShane’s Afterword: Surprise EncounterAPPENDIX: THE CRPG BESTIARYINDEX
£46.54
Taylor & Francis Ltd 3D Game Environments
Book SynopsisFrom a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.Key FeaturesThe entire game world development process; from planning to 3D modeling, UV layout, and creating textures.Exercises and projects to practice with; each section includes projects to guide you through creating different world genres.The updated companion websiteâwww.lukeahearn.com/textures/ now includTable of ContentsChapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders
£78.84
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
Taylor & Francis Ltd The Indie Game Developer Handbook
Book SynopsisThe indie game developer's complete guide to running a studio.The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studiofrom the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand wTable of ContentsIndie Game Development: The Best Job in the World! Chapter 1: Development Tools and Resources Chapter 2: Self-Publishing Chapter 3: QA, Localizations & Age Ratings Chapter 4: PR & Reaching Out to the Press Chapter 5: Marketing Chapter 6: Advertising Chapter 7: Websites, Forums & Source Control Chapter 8: Funding Chapter 9: Tax, Legal & Other Odds and Ends
£44.64
Taylor & Francis Ltd 3D Game Textures
Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.
£49.39
Abrams Video Game of the Year
Book Synopsis
£16.99
Johns Hopkins University Press Knowledge Games
Book SynopsisThis accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.Trade ReviewThis book is accessible on many levels and creates opportunities for game players, game designers and game scholars to understand their own knowledge-building processes when working with games. Times Higher Education ... a substantial literature review of the vast - and rapidly growing - field of games that contribute to knowledge production. Reflective Teaching ... Knowledge Games serves as our entry point into a new conversation about the potential-and soon to be reality-of video games. elearn Magazine ... Schrier does a great job of clearing a space where we can chat about games' potential for giving us new perspectives on old problems. NEW SCIENTISTTable of ContentsAcknowledgmentsIntroductionPart I What Are Knowledge Games?1. Contribution2. DesignPart II Why Knowledge Games?3. Problem Solving4. Motivation5. Social InteractionPart III Perspectives, Potentials, and Pitfalls6. Amateurs7. Participation8. Data9. KnowledgeAppendix A. Categories and ExampleAppendix B. Design Principles, Recommendations, Considerations, and ImplicationsAppendix C. Guiding QuestionsNotesIndex
£38.26
Apress Beginning Lua with World of Warcraft Addons
Book SynopsisGetting Started.- Lua Basics.- Using the WoW API to Create a Hello, World Mod.- Working with Game Events.- Using XML and Frames.- Advanced Lua.- Using Advanced Lua to Extend the Texas Hold'em Poker Addon.- Building a Poker Game Client with Addon Communication.- Using the Combat Log to Build a Cooldown Monitor.- Using Libraries.- Working with Secure Templates.- Macros.- Tips, Tricks, and Optimization.- Other Uses for Lua.Table of Contents Getting Started Lua Basics Using the WoW API to Create a "Hello, World" Mod Working with Game Events Using XML and Frames Advanced Lua Using Advanced Lua to Extend the Texas Hold'em Poker Add-on Building a Poker Game Client with Add-on Communication Using the Combat Log to Build a Cooldown Monitor Using Libraries Working with Secure Templates Macros Tips, Tricks, and Optimization Other Uses for Lua
£59.99
Apress Advanced Game Design with HTML5 and JavaScript
Table of Contents1. Level-up: New JavaScript Tricks2. The Canvas Drawing API3. Working with Game Assets4. Making Sprites and a Scene Graph5. Making Things Move6. Interactivity7. Collision Detection8. Juice It Up: Keyframe Animation and Particles Effects9. Sound with the WebAudio API10. Tweening11. Make Your Own Game EngineAppendix A: Vectors for Movement and Collision Detection
£63.99
Apress Physics for JavaScript Games Animation and Simulations
Book SynopsisIt doesn’t matter if you’re modeling the Lorentz force in an electromagnetic field or you’re modeling the lift force in a flight simulator, Physics for JavaScript Games, Animation, and Simulations enables you to fill your games and applications with accurate and realistic effects.Table of Contents Introduction to Physics Programming JavaScript and HTML5 Canvas Some Math Background Basic Physics Concepts The Laws Governing Motion Gravity, Orbits, and Rockets Contact and Fluid Forces Restoring Forces: Springs and Oscillations Centripetal Forces: Rotational Motion Long-Range Forces Collisions Particle Systems Extended Objects Numerical Integration Schemes, Accuracy, and Scaling Doing Physics in 3D Simulation Projects
£58.49
O'Reilly Media Intro to MultiPlatform HTML5 Game Development
Book SynopsisFlash is one of the best platforms for developing games on. Whether you want to deploy it to web, desktop or mobile Flash offers one of the largest user bases around.
£13.59
O'Reilly Media Kinect Hacks
Book SynopsisMuch more than a game controller, Microsoft's Kinect is a bundle of high quality sensors for capturing data on depth, motion, and form. It was only a matter of time before spirited hackers got involved, and this hands-on guide - written by an editor of developkinect.com - highlights the best projects to come out of OpenKinect.
£20.99
O'Reilly Media Learning XNA 4.0
Book SynopsisWant to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games.
£23.99
Taylor & Francis Inc iOS Game Development
Book SynopsisThe book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.Table of ContentsIntroduction—Let There Be…Games! The Basics—How Does It All Work? Game Development from 0 to 60 in No Time Flat. Making Connections: Multiplayer Games with Game Kit and Game Center. OpenGL ES: Turbocharged! The Third Dimension: 3D Games. On the Trail of Angry Birds—Physics Engine Box2D. The GLKit Framework—OpenGL ES Made Easy. Complete Control: Game Sounds with OpenAL. Waiting to Be a Millionaire. Bibliography. Index.
£44.64
Apple Academic Press Inc. Essential Mathematics for Games and Interactive
Book SynopsisExpert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all thTrade ReviewPraise for Previous Editions:"It’s the book with all the math you need for games."—Neil Kirby, Researcher, Alcatel-Lucent"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."—Peter Lipson, Toys for Bob, Inc.Table of ContentsRepresenting Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.
£99.75
Apress Developing 2D Games with Unity
Book SynopsisChapter 1. Gaming Past and Present.- Chapter 2. Introduction to Unity.- Chapter 3. Foundations.- Chapter 4. World Building .- Chapter 5. Building Out the Gameplay.- Chapter 6. Beyond the Basics.- Chapter 7. Polish, Polish, Polish .- Chapter 8. Where to go next. Table of ContentsChapter 1. Gaming Past and PresentChapter Goal: Draw upon the current renaissance in independent games to inspire readers to leverage their own experiences and fresh perspectives to build innovative independent games. ● Games Historically ● Games Today ● Independent Games ● Game Engines - What are they and why do they matter? Chapter 2, Introduction to Unity Chapter Goal: Introduce the user to the Unity Development Environment. Explain how to navigate the interface, Views, and Scenes, and configure Layouts for ease of development. ● Install and Configure Unity ● Navigating the Unity Interface ● Understanding the Different Views ● Configure and Customize the Layout ● The Transform Toolset ● Unity Documentation Chapter 3. FoundationsChapter Goal: Walk the reader through C# syntax, naming conventions, and data types. Teach the reader about Unity-specific concepts like Game Objects, Components, and Scripts. We’ll also be talking about some of the more common architectural design patterns and describe why they are used in the context of building our sample game. ● C# Walkthrough ● Entity-Component Architecture ● Game Objects: Our Container Entities ● Components: Building Blocks ● Scripts: Logic for Components ● Introducing: Prefabs ● Inheritance and OOP ● Unity Object Lifecycle ● Logging Output ● Debugging Chapter 4, World BuildingChapter Goal: Leverage pre-existing and new features of the Unity 2D development toolset to efficiently build out animations, backgrounds, and levels. ● Importing 2D Assets ● Working with Sprite Atlases ● Animating our Sprites ● 2D Tilemapping ● 9-Slicing Tiles ● Scriptable Tiles ● Scriptable Brushes Chapter 5, Building Out the Gameplay Chapter Goal: This chapter will focus on tying the content from the previous two chapters together to make a playable game. We will utilize more design patterns, implement collision detection, and talk about best-practices when handling user-input in a generic fashion. ● Handling User Input ● Collision Detection ● The Delegate Pattern ● Object Managers ● Physics in Unity Chapter 6, Beyond the Basics Chapter Goal: Discuss and implement various features common across all games, such as scene management, saving data, and UI. Build mechanisms to link together the various states of the game. Demonstrate how to extend the Unity Editor to build tools that increase developer efficiency. ● Scene and Level Management ● Managing Game State ● Building the Game Manager ● Object Pooling ● Coroutines ● Extending the Unity Editor ● Saving Data Chapter 7, Polish, Polish, Polish Chapter Goal: Add the finishing touches such as audio, custom fonts, buttons, and menus. Touch upon topics such as shaders and performance profiling, as well as analytics so we can see how users play our game. ● Adding Sound and Music ● Using Custom Fonts ● Custom Buttons ● Menus ● Splash Screens ● Particle Effects ● Unity Analytics ● Shaders ● Performance Profiling Chapter 8, Where to go next Chapter Goal: Discuss various next steps the reader can take to further their Unity knowledge, build better games, and get more involved with the Unity community. ● Asset Store ● Community: Online and Offline ● Game Jams ● Online Resources
£49.49
APress Unity Networking Fundamentals
Book SynopsisLearn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture.The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network.By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games.What You Will LearnKnow the difference between TCP and UDP, and the pros and cons of these pTable of ContentsChapter 1: Networking ConceptsChapter 2: SerializationChapter 3: Restful APIsChapter 4: TCP connectionsChapter 5: Networking IssuesChapter 6: Develop Maze ShooterChapter 7: LAN NetworkingChapter 8: Servers
£46.74
APress Beginning Game Development with Godot
Book SynopsisLearn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript.Author Maithili Dhule begins by explaining some basic tools and techniques used to make games, the factors that need to be considered while choosing a game engine, and pointing out the benefits of using Godot. She then walks you through downloading the engine and guides you as you explore key features of its interface. Next, you''ll receive a concise introduction to the basics of GDScript, the main scripting language used in Godot, before moving on to essential topics such as Godot''s node-scene architecture, the interaction of various physics bodies, the creation of game scenes, and writing scripts. As the book progresses, you''ll learn how to create and animate your game character, design the game world, add enemies, and implement a coin-collection syTable of ContentsChapter 1: Introduction to Game Development Sub –Topics:• Brief history of game development• Fundamentals of making games• What is a game engine? • How do we choose a game engine?• Why choose Godot? Chapter 2: Getting Started with GodotSub – Topics:• Downloading the Godot engine• Starting a new project • Exploring the Godot interface• Icons and shortcutsChapter 3: GDScript in a NutshellSub - Topics:• Keywords, operators, and identifiers• Commenting code• Variables and data types• Functions and method calls• Example code Chapter 4: Exploring Game PhysicsSub - Topics:• Node-scene architecture• Physics bodies – what are they? • RigidBody2D • StaticBody2D• Collision shapes • Introducing gravity• Try it yourself – Your first game scene Chapter 5: Adding Game GraphicsSub - Topics: • Creating game objects • Instances of scenes• Importing game assets• Writing a game script• Adding and detecting key presses• Try it yourself – Creating your player Chapter 6: Game Animations Sub - Topics: • Giving life to the player • Player animation • Detecting the floor and ceiling • Adjusting gravity• Try it yourself – Making your player run, jump, and climbChapter 7: Building the World Sub –Topics:• Parallax background • Try it yourself – Creating a parallax background• Tilemaps, Tilesets, and the Tile Palette• Painting the game level• Implementing camera-follow• Try it yourself – Designing the game worldChapter 8: Counting Wins and Losses Sub – Topics: • Coin-collection • Deleting in-game objects • Using signals • Creating enemies• Try it yourself – Adding rewards and enemies• Game scene change• Try it yourself – Creating the game over sceneChapter 9: Game GUISub - Topics:• The title screen • Buttons• Adding music and sound effects Chapter 10: Publishing your GameSub - Topics: • Exporting the game to various platforms• Monetization • Introducing game updates• What next?
£46.74
APress Advanced Unity Game Development
Book SynopsisJump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.Author Victor Brusca walks you through the game''s code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you''ll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examplTable of ContentsChapter 1: Introduction and Getting StartedSub-Topics:Setting Up Your EnvironmentPlaying Hover Racers/Getting ReadyChapter ConclusionChapter 2: Game SpecificationsSub-Topics:Model: Car, Track, SensorModel: Car, Boost, Jump, Bounce ModifiersChapter ConclusionChapter 3: Base ClassSub-Topics:Class Review TemplateClass Review: BaseScriptStatic/Constants/Read-Only Class Members: BaseScriptClass Fields: BaseScriptPertinent Method Outline/Class Header: BaseScriptSupport Method Details: BaseScriptMainMethod Details: BaseScriptDemonstration: BaseScriptChapter ConclusionChapter 4: Interaction ClassesSub-Topics:Class Review: BounceScriptClass Fields: BounceScriptPertinent Method Outline/Class Headers: BounceScriptSupport Method Details: BounceScriptDemonstration: BounceScriptClass Review: Road ScriptClass Fields: RoadScriptPertinent Method Outline/Class Headers: RoadScriptSupport Method Details: RoadScriptMain Method Details: RoadScriptDemonstration: RoadScriptClass Review: WaypointCheckClass Fields: WaypointCheckPertinent Method Outline/Class Headers: WaypointCheckSupport Method Details: WaypointCheckMain Method Details: WaypointCheckDemonstration: WaypointCheckClass Review: TrackHelpScriptPertinent Method Outline/Class Headers: TrackHelpScriptSupport Method Details: TrackHelpScriptMain Method Details: TrackHelpScriptDemonstration: TrackHelpScriptChapter ConclusionChapter 5: Advanced Interaction ClassesSub-Topics:Class Review: CollideScriptStatic/Constants/Read-Only Class Members: CollideScriptClass Fields: CollideScriptPertinent Method Outline/Class Headers: CollideScriptSupport Method Details: CollideScriptMain Method Details: CollideScriptDemonstration: CollideScriptClass Review: CarSensorScriptStatic/Constants/Read-Only Class Members: CarSensorScriptClass Fields: CarSensorScriptPertinent Method Outline/Class Headers: CarSensorScriptSupport Method Details: CarSensorScriptMain Method Details: CarSensorScriptDemonstration: CarSensorScriptChapter ConclusionChapter 6: Helper ClassesSub-Topics:Class Review: DestroyScriptClass Review: WaterResetScriptPertinent Method Outline/Class Headers: WaterResetScriptSupport Method Details: WaterResetScriptMain Method Details: WaterResetScriptDemonstration: WaterResetScriptClass Review: EngineWhineScriptStatic/Constants/Read-Only Class Members: EngineWhineScriptClass Fields: EngineWhineScriptPertinent Method Outline/Class Headers: EngineWhineScriptMain Method Details: EngineWhineScriptDemonstration: EngineWhineScriptClass Review: LapTimeClass Review: LapTimeManagerStatic/Constants/Read-Only Class Members: LapTimeManagerClass Fields: LapTimeManagerPertinent Method Outline/Class Headers: LapTimeManagerSupport Method Details: LapTimeManagerMain Method Details: LapTimeManagerDemonstration: LapTimeManagerClass Review: PopupMsgTrackerDemonstration: PopupMsgTrackerClass Review: UtilitiesStatic Class Members: UtilitiesDemonstration: UtilitiesClass Review: CameraFollowXzStatic/Constants/Read-Only Class Members: CameraFollowXzClass Fields: CameraFollowXzPertinent Method Outline/Class Headers: CameraFollowXzMain Method Details: CameraFollowXzDemonstration: CameraFollowXzClass Review: WaypointCompareDemonstration: WaypointCompareChapter ConclusionChapter 7: Input ClassesSub-Topics:Class Review: CharacterMotorMovementClass Review: CharacterMotorJumpingClass Review: CharacterMotorSlidingClass Review: CharacterMotorClass Fields: CharacterMotorPertinent Method Outline/Class Headers: CharacterMotorSupport Method Details: CharacterMotorMain Method Details: CharacterMotorDemonstration: CharacterMotorClass Review: FPSInputControllerClass Fields: FPSInputControllerPertinent Method Outline/Class Headers: FPSInputControllerMain Methods Details: FPSInputControllerDemonstration: FPSInputControllerClass Review: MouseLookNewEnumerations: MouseLookNewClass Fields: MouseLookNewPertinent Method Outline/Class Headers: MouseLookNewMain Method Details: MouseLookNewDemonstration: MouseLookNewClass Review: GameState (Touch Input Snippet Only)Chapter ConclusionChapter 8: Menu System ClassesSub-Topics:Class Review: BasePromptScriptClass Fields: BasePromptScriptPertinent Method Outline/Class Headers: BasePromptScriptSupport Method Details: BasePromptScriptMain Method Details: BasePromptScriptDemonstration: BasePromptScriptClass Review: GamePauseMenuPertinent Method Outline/Class Headers: GamePauseMenuSupport Method Details: GamePauseMenuMain Method Details: GamePauseMenuDemonstration: GamePauseMenuClass Review: GameHelpMenuClass Fields: GameHelpMenuPertinent Method Outline/Class Headers: GameHelpMenuSupport Method Details: GameHelpMenuInput Handler Support Method Details: GameHelpMenuMain Method Details: GameHelpMenuDemonstration:GameHelpMenuRemaining Menu ClassesChapter ConclusionChapter 9: Player and Game State Classes Part 1Sub-Topics:Class Review: PlayerInfoClass Review: TrackScriptClass Review: PlayerStateStatic/Constants/Read-Only Class Members: PlayerStateClass Fields: PlayerStatePertinent Method Outline/Class Header: PlayerStateSupport Method Details: PlayerStateMain Method Details: PlayerStateDemonstration: PlayerStateChapter 10: Player and Game State Classes Part 2Sub-Topics:Class Review: GameStateEnumerations: GameStateStatic/Constant/Read-Only Class Members: GameStateClass Fields: GameStatePertinent Method Outline/Class Headers: GameStateSupport Method Details: GameStateMain Method Details: GameStateDemonstration: GameStateChapter ConclusionChapter 11: Making it ProfessionalSub-Topics:Build SettingsGeneric Platform SettingsPC, Mac, and Linux Desktop SettingsUniversal Windows Platform (UWP) SettingsiOS SettingsAndroid SettingsWebGL SettingsInput MappingUI / Menu SystemData PersistenceMemory ManagementSounds and MusicStatic ObjectsTags and LayersAI OpponentsCamerasProject SettingsChapter Conclusion Chapter 12: Adding a New RacetrackSub-Topics:Track Environment and Cleanup ScriptHover Racers and the GameState ObjectTrack and Waypoint ObjectsJumps, Boosts, Menu Screens, and MoreChapter ConclusionChapter 13: ConclusionSub-Topics:AccomplishmentsAcknowledgementsWhere You Go From HereSaying Goodbye
£46.74
APress GameMaker Fundamentals
Book Synopsis Master the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games. Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML. What You Will Learn Review core programming features required for sound knowledge of GameMaker Master how to combine GML to orchestrate game actions<Table of ContentsChapter 1: Instance LayersSub - Topics● What are layers● Layer types● Layer orders● ProjectsChapter 2: VariablesSub –Topics● Built in variables● Drawing variables● Variable types● ProjectsChapter 3: ConditionalsSub - Topics● What are conditoinals● Examples● ProjectsChapter 4: Drawing ShapesSub - Topics: ● Drawing shapes● ProjectsChapter 5: Drawing ContinuedSub - Topics: ● Drawing variables● Using fonts● Formatting text● Drawing sprites● Formatting sprites● ProjectsChapter 6: Keyboard Input & Basic ControlsSub - Topics: ● Keyboard input● Mouse input● Moving a player instance● Projects Chapter 7: Objects & EventsSub - Topics: ● Alarm event● Create event● Draw event● Step event● Input events● Collision event● Draw GUI event● Projects Chapter 8: SpritesSub - Topics: ● Importing sprites● Strip images● Formatting sprites● ProjectsChapter 9: Health & LivesSub - Topics: ● Health● Lives● Score● Projects Chapter 10: MouseSub - Topics: ● Mouse Buttons● Interaction with mouse● ProjectsChapter 11: AlarmsSub - Topics: ● Usage● Setting alarms● Example usage● ProjectsChapter 12: CollisionsSub - Topics: ● Usage● Events● Collisions using code● Examples● ProjectsChapter 13: RoomsSub - Topics: ● Setting a background● Views● ProjectsChapter 14: BackgroundsSub - Topics: ● Moving backgrounds● ProjectsChapter 15: SoundsSub - Topics: ● Importing audio● Playing sounds● Playing music● Audio control● ProjectsChapter 16: Splash Screens & MenusSub - Topics: ● Why use a splash screen● Unlockable levels● ProjectsChapter 17: RandomizationSub - Topics: ● Using random values● Random variables examples● ProjectsChapter 18: AISub - Topics: ● Moving towards the player● Bullets● ProjectsChapter 19: INI filesSub - Topics: ● What are INI files● Writing data● Reading data● ProjectsChapter 20: EffectsSub - Topics: ● Built in effects● Effect layers● ProjectsChapter 21: LoopsSub - Topics: ● Types of loops● Effect layers● Projects● Examples● ProjectsChapter 22: ArraysSub - Topics: ● Example usage● Two dimensional arrays● Drawing array data● Using for weapon control● ProjectsChapter 23: DS ListsSub - Topics: ● Example usage● Adding data● Organizing data● ProjectsChapter 24: PathsSub - Topics: ● Creating a path● Manipulating a path● ProjectsChapter 25: FunctionsSub - Topics: ● Setting up● Examples● Projects
£42.49
APress Exploring Game Mechanics
Book SynopsisLearn simple yet powerful, modern-day techniques used in various gaming genres, including casual and puzzle, strategy and simulation, action-adventure, and role-playing. This book is your pocket-sized guide to designing interesting and engaging mechanics for any type of game.Exploring Game Mechanics is a cornucopia of concepts related to gameplay mechanics that you can use to create games that are fun and rewarding to play. 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 gameTable of ContentsCHAPTER 1: WHY DO WE PLAY GAMES? Sub –topics: • What players look for in a game: Novelty, creativity, and a sense of achievement• Appeal of different game genres such as action RPGs, puzzles, casual and simulation games• Role of game art and game aesthetics in increasing player motivation• What are game mechanics? • Impact of game mechanics on the player experienceCHAPTER 2: CREATING FUN GAMEPLAY Sub – topics:• Difference between linear and non-linear games • Controlling flow of non-linear, player-choice based games • Controlling difficulty of gameplay through game balancing and teaching player through in-game tutorials• Storytelling and the game narrative • Creating quests and missions for establishing the end-goal of the gameCHAPTER 3: FREEDOM TO EXPLORE NEW WORLDSSub - topics:• Implementing player progression by developing player’s skills and abilities and levelling up the player through achievements• Movement mechanics: controlling the player through user input• Mechanics for in-game travel with the help of maps and guides, transport vehicles, instant teleportation methods, and shortcuts in the game levels• Game world and environment mechanics, including concepts such as creating infinite open worlds through procedural generation and realistic weather systemsCHAPTER 4: DEFEAT, COLLECT, REPEATSub - topics: • Enemy and NPC generation using artificial intelligence and creating combat mechanics• Establishing victory and defeat conditions• Managing the player inventory, controlling the internal game economy, and resource management in games• Implementing a reward system such as collection or trading of in-game currency, spawing natural resources in the game• Unlocking new game levels and areas and greater player customization as the character levels upCHAPTER 5: CHOOSE YOUR MECHANICSSub - topics: • Tips for choosing game mechanics• Designing game mechanics for different kinds of players such as achievers, skillers, and completionists• Analysis of game mechanics in existing games of different genres: o Sims (simulation) o Fallout (role playing) o Age of empires (base building) o Life is strange (player-choice based) o No man’s sky (procedurally generated survival)• Prototyping, trial and error
£22.49
APress Accelerating Unity Through Automation
Book SynopsisBuilding games with Unity is hard enough without having to stand up and go and make a coffee each time you want to just build your project or find out days/weeks down the line that some change you made while building your dream has incurred a debt that means your project cannot be built for one of your target platforms without a lot of rework. Through automation, many of these hardships can be detected early and free up time and stress by monitoring your project as it is being created, identify risks and issues as you write the code, and free up your machine while lengthy build processes are running. The change might be hard, but once setup, it will give you peace of mind that everything you create will run, updates will be automatically managed, and your players are less likely to be drafting one-star reviews on your next publication. What You Will Learn Build the automation of your dreams to accelerate your projectGet detailed examples for generating workflows tailored to your neTable of ContentsChapter 1: What is Automation?.- Chapter 2: What is Gained Through Automation, the Highlights.- Chapter 3: Services Covered by This Title.- Chapter 4: Automation Hosting.- Chapter 5: Structure of Automation.- Chapter 6: Validation, Checking Your Code.- Chapter 7: Testing, Making Sure It Runs.- Chapter 8: Building and Publishing.- Chapter 9: Setting Up Unity Game Services Automation.- Chapter 10: Setting up Azure DevOps.- Chapter 11: Setting up GitHub Actions.- Chapter 12: Final Notes.
£42.49
APress Beginners Guide to Unity Shader Graph
Book SynopsisDiscover how shaders can enhance your game and mesmerize players by making graphic gameplay elements more realistic and attractive. This book provides easy-to-follow recipes that will show you how to leverage the Unity Shader Graph to create more immersive, enjoyable games. Author Álvaro Alda takes you through each effect step by step, so that you gain a foundational understanding of how they are created using the Shader Graph tool. Practical projects help you put what you're learning into context, from simple effects like 3D scan lines to more complicated effects such as black holes, bubble particles, water, and even interactive snow. Twelve different effects are demonstrated, to cover almost everything related to shader graph. On completing this book, you will have a thorough understanding of the Shader Graph tool and samples to replicate and continue learning from. Whether you are an indie game developer or technical artist,Beginner's Guide to Unity Shader Graph will give you the Table of ContentsChapter 0: Unity Set Up and GuidelinesChapter 1: Introduction to ShadersSub -Topics:•What is a shader?•Vertex and fragment shader•Working spaces (world, object, view, tangent)•Light in URP•Create your first shader in URPChapter 2: Shader Graph EditorSub -Topics:•Master nodes Connecting nodes•Properties•Connecting nodes•SubshaderChapter 3: Noise Sub -Topics:•What is a procedural noise?•Noise samples (Simple, Gradient, Voronoi)•Dissolve effectChapter 4: Movement and Time Control Sub -Topics:•Scanlines 3D•UI transitionChapter 5: SciFi Shaders Sub -Topics:•Hologram effect•SciFi shieldChapter 6: Scene Depth Sub -Topics:•Water Shader•Acid Shader•Ice refraction•Black holeChapter 7: Vertex DeformationSub -Topics:•Bubbles•Snow deformation•Stroke EffectsChapter 8: PBR MaterialsSub -Topics:•What is PBR?•Lava EffectChapter 9: Bonus Effects Sub -Topics:•Retro particles•Interactive Snow•Toon shaderAppendix A: Maths Review Sub -Topics:•Trigonometry•Vector mathematics•Matrix and algebraAppendix B: Shader Graph NodesSub -Topics:•Coordinate nodes.•Mathematic operation nodes (add, subtract, multiply...)•Restrictive nodes (clamp, frac)•Master nodes (position, base color, normals, smoothness)•Custom functions•Mix nodes (blend, lerp)•Color nodes (color, gradient, etc.)
£43.99
APress Game Programming with Unity and C
Book SynopsisLearn 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, simpTable of Contents
£46.74
APress Game Development with Unreal Engine 5 Volume 1
Book SynopsisDive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds.Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you'll journey from the basics of UE5's environment to creating expansive landscapes with procedural content generationand combining materials for lifelike terrains.Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You'll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game's atmosphere with sophisticated particle systems using Niagara. Then i
£46.74
APress Lean Game Development
Book SynopsisMaster Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to test a game in Unity with CI.You'll see how to define a minimum viable product (MVP) for games with Lean Canvas, allowing customers to iterate over it and collect feedback for improvement at every cycle. All of these are achieved while still using standard Agile techniques. The first part of the book explains the ideation process of a game and how lean methodologies allow developers, especially small studios, to avoid scope creep. Next, it it provides guidance on creating MVPs and using player feedback to iterate and improve games. The book then discusses continual improvement (CI) methods. A crucial part of CI is generation of Lean Canvas.LeanGame Development, Second Edition Table of ContentsChapter 1: IntroductionSub –Topics• Why lean game development, not agile game development?• How do lean and agile relate to the game world?• Games and software relate much more deeply.• What kind of game is software development?• Where did it go wrong?• SummaryChapter 2: First steps with LeanSub – Topics• Seven key principles of lean• Lean inception• Lean PMO• Lean DevOps• Kanban• How can you take advantage of Scrum• Continuous integration• Going from build-measure-learn to lean game• Looking deeper at the inception• Test driven development• Lean and Games• SummaryChapter 3: An Inception in practiceSub - Topics: • How and why, we did an Inception• How was our inception?• Prioritizing ideas• Persona development• Next Steps with lean• How does the game look like from the inception perspective• SummaryChapter 4: Do we really need a MVPSub - Topics: • MVP and MVG Defined• Building Prototypes• The Product Owner role in MVP/prototype• Getting more from less• Recognizing when a game is not viable• Thinking simpler first• From MVP Canvas to Lean Game Development• MVGs and prototypes of Super Jujuba Sisters• SummaryChapter 5: Examples of MVGsSub - Topics: • Guerrilla Games: From Killzone FPS to open world Horizon Zero Dawn - Conception - Thunderjaw (core mechanic example) - Open World - Vegetation System - Proof of Concept - Pre-production - Production• Archero: Casual Games as a Great Lean Process• Dead cells: Quick feedback loop - Dead cells Core Concept - Expanding to multiplayer - Pivoting Tower Defense - MVPChapter 6: Generating HypothesisSub - Topics:• When hypothesis are not created from the InceptionChapter 7: Test Driven DeveopmentSub - Topics:• TDD defined• Tests are good, but then why there is so much poorly tested code?• Applying TDD to games• Next steps to improve TDDChapter 8: Continuous IntegrationSub - Topics:• Why continuous integration• Using continuous integration• Code versioning• Automated build• SummaryChapter 9: The world between Design and BuildSub - Topics:• A little bit about Design• A little bit about Build• Pretty Beautiful, but how is it done?• SummaryChapter 10: Test, Code, TestSub - Topics:• Testing types• Test cases• Coding game art work• Coding the game software• Test automation• SummaryChapter 11: Measuring and AnalyzingSub - Topics:• Ways of measuring• Feedback• More on feedback• Other ways of measuring• Measuring through hypothesis• Analyzing • SummaryChapter 12: Creating ideas for iteratingSub - Topics:• Action Items• The features are OK, but the game is not fun• The Game is fun but very difficult to play• Rethink the limitations on Game Development• Tying things together• SummaryChapter 13: Consolidating Knowledge before Expanding Sub - Topics• Automated testing • Agile methodologies • Art and Iteration process • Avoiding Time Waste • Continuous Delivery • SummaryChapter 14: More about games Chapter 15: Example game using Automated testing for game developmentSub - Topics• Setting up Unity for testing. • Creating testing scenes and objects • Setting up a CI for Unity • Testing Gameplay, how to test character controllers • More testing scenarios for games • How to test ECS with Bevy Engine• Summary
£40.49
APress Basic Math for Game Development with Unity 3D
Book SynopsisThis book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects. Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you'll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientationTable of Contents
£42.49
O'Reilly Media Mobile Game Development with Unity
Book SynopsisDo you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.
£29.99
O'Reilly Media iOS Swift Game Development Cookbook 3e
Book SynopsisReady to make amazing games for the iPhone and iPad? With Apple's Swift programming language, it's never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit.
£35.99
Taylor & Francis Inc Fluid Engine Development
Book SynopsisFrom the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer's perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development. Explains how to create a fluid simulation engine from scratch Offers an approach that is code-oriented rather than math-oriented, allowing readers to learn how fluid dynamics works with code, with downloadable code available Explores various kindsTable of ContentsChapter 1 Basics. Chapter 2 Particle-Based Simulation Chapter 3 Grids Simulation Chapter 4 Hybrid Techniques
£59.84
Taylor & Francis Inc Blender for Visual Effects
Book SynopsisBringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blenderâs tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes. Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems. Since the best way to learn something is with a practical example, this book follows one of the authorâs own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functionsâfrom start to finish in a professional workflow. The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition. By following the example project presented in the book, you will gain the practical understanding required to use Blenderâs tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.Table of ContentsProblem Definition. Preparation. Tracking. Scene Setup. Rendering. Masking. Compositing.
£40.84
Cornell University Press A Precarious Game
Book SynopsisA Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalitiTrade ReviewBuilding on "critical political economy, feminist theory, and autonomist Marxism" (p. 11), this book is a much-needed contribution to critical game studies by breaking the glamorous spell over the contemporary forms of immaterial and creative media labor. Theoretical discussions are clear enough to engage with and vividly illustrated in ethnographic research. The language makes the book a fluent read not only for academics but for anyone interested in current modes of capitalism and videogame production. * Critical Studies in Media Communication *Bulut transports readers inside of video game production to gain a better perspective on the gestalt of the video game industry. This book is a thought-provoking example of media ethnography and would captivate anyone interested in a critical approach to employment relations in any industry where technology and creativity intersect. * ILR Review *By providing a nuanced analysis of this creative workforce, A Precarious Game challenges us to rethink the broader implications of the precarization of the professional management class. It thus makes insightful contributions to the debates on video games, digital labor, and the future of work. * WORK AND OCCUPATIONS *Table of ContentsIntroduction: For Whom the Love Works in Video Game Production? 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie 4. The Production of Communicative Developers in the Affective Game Studio 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play 7. Production Error: Layoffs Hit the Core Creatives Conclusion: Reimagining Labor and Love in and beyond Game Production
£20.99
Xlibris Corporation Programming Concepts In Java
£15.70
Taylor & Francis Inc AI for Games and Animation: A Cognitive Modeling
Book SynopsisJohn Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.Table of ContentsForeword -- Preface -- 1 Introduction -- 1.1 Cognitive Character -- 1.2 Domain Knowledge -- 1.3 Character Instruction -- 1.4 Knowledge Acquisition -- 1.5 Phenomenology -- 1.6 Implementation -- 1.7 Other Models -- 2 Background -- 2.1 Geometric Models -- 2.2 Kinematic Control -- 2.3 Physical Models -- 2.4 Noninterpenetration -- 2.5 Biomechanical Mode -- 2.6 Behavior and Cognitive Model -- 2.7 Notes -- 3 Domain Knowledge -- 3.1 Mathematical Logic -- 3.2 Situation Calculus -- 3.3 D iscussion -- 3.4 Notes -- 4 Sensing -- 4.1 Knowledge Producing Actions. -- 4.2 Interval Arithmetic -- 4.3 Interval-valued Epistemic Fluents -- 4.4 Inaccurate Sensors -- 4.5 Sensing Changing Values -- 4.6 Correctness -- 4.7 Operators for Interval Arithmetic -- 4.8 Knowledge of Terms -- 4.9 Usefulness -- 4.10 Notes -- 5 Character Instruction -- 5.1 Predefined Behavior -- 5.2 Goal-directed Behavior -- 5.3 The Middle Ground -- 5.4 A Simple Tutorial Example: Maze Solving -- 5.5 D iscussion -- 5.6 Notes -- 6 Learning -- 6.1 Machine Learning -- 6.2 Creating a Training Set -- 6.3 Representation of the Learned Function -- 6.4 Learning Algorithm -- 6.5 D iscussion -- 6.6 Notes -- 7 Putting It All Together -- 7.1 A Predefined Behavior Layer -- 7.2 Interface. -- 7.3 Roiling Forward -- 7.4 Embedding Goal-directed Behavior -- 7.5 Intelligent Flocks -- 7.6 Notes -- 8 CML -- 8.1 Precondition and Effect Axioms -- 8.2 Complex A ctioNS -- 8.3 Discussion -- 8.4 Notes -- 9 Cinematography -- 9.1 Automated Cinematography -- 9.2 Implementation -- 9.3 Discussion -- 9.4 Notes -- 10 Prehistoric World -- 10.1 The Prehistoric World -- 10.2 Effect A xioms -- 10.3 Precondition A xiomS -- 10.4 Character Instruction -- 10.5 Implementation. -- 10.6 D iscussion -- 10.7 Notes -- 11 Undersea world -- 11.1 D iscussion -- 11.2 Overview -- 11.3 Evasion BehavioR -- 11.4 The Great Escape -- 11.5 Pet Protection -- 11.6 General Melee -- 11.7 Visibility Testing -- 11.8 Low-level System Implementation -- 11.9 Discussion -- ll.lONotes -- 12 Conclusion -- 12.1 AI Accelerator cards -- 12.2 R obotics. -- 12.3 Electronic Commerce and Web Avatars. -- 12.4 Other Applications. -- 12.5 Conclusion -- Bibliography -- Index.
£78.84
Taylor & Francis Inc COLLADA: Sailing the Gulf of 3D Digital Content
Book SynopsisCOLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.Trade Review" book presents comprehensive and enlightening coverage of COLLADA from a practical perspective. NVIDIA is proud of the continuing collaboration on this project, and we look forward to seeing users fully utilize COLLADA to deploy next-generation 3D rendering content in future graphics applications."--Sebastien Domine, Director of Developer Technology Tools, NVIDIA Corporation, August 2006 compatible, reliable, and predictable communications between content creation applications in a tool chain has long been the dream of developers. At last there is a solution. The creators of COLLADA have come up with a schema, which is supported by Khronos, an independent standards body, that allows the applications to communicate in an open and efficient manner-an industry standard for 3D interchange is finally here." --Dr. Jon Peddie, President, Jon Peddie Research, August 2006 is redefining game development and promises, for once, to make it simpler and more fun to create 3D content. This authoritative book-detailed, engaging and written by the fathers of COLLADA-will enable game developers to better understand and benefit from this popular technology, so they can focus on creating bold new games instead of maintaining yet another proprietary file format." --Christian Laforte, President, Feeling Software, Inc., August 2006 book provides a first and comprehensive introduction to COLLADA, the digital asset exchange schema, which enables a standardized way for physics to be implemented into a variety of game development environments using a variety of creative tools. It will help the AGEIA mission of expanding the role of artists in the game development process through open physics standards." --Emmanuel Marquez Ageia, Worldwide Senior Producer, AGEIA Technologies, Inc., August 2006 "I highly recommend this book. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of Collada. If you are an experienced 3D toolmaker, Collada contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that - finally - you just might be able to write that tool once and not over and over again." -Tony Parisi, Slashdot.org, December 2006 [The Authors] provide insight into the design of COLLADA so that readers can understand how design decisions were made and how this standard may evolve. The book will be useful to content developers interested in exchanging data between several tools, to application developers planning to use COLLADA, and to tool providers who want to add COLLADA compatibility. -Book News, December 2006 Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible. --Jon Peddie, Hexus, September 2006 "COLLADA: SAILING THE GULF OF 3D DIGITAL CONTENT CREATION is for any game developer beyond the novice stage: it discusses the pros, cons, applications and future of a bold new technology for creating games, and comes from a joint industry effort focusing on effective 3D interaction in game developments. The Collada initiative surveys the history and especially the applications of the 3D industry tool, offering up a basic guide to the Collada 1.4 specifications and reviewing foundation concepts, tools, and applications and design. It's simply a must for any serious game developer." -California Bookwatch: The Computer Shelf, California Bookwatch, November 2006 book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation(R) 3 to bring more realistic content to life and into the home like never before." -Ken Kutaragi, President and CEO Sony Computer Entertainment -President and CEO Sony Computer Entertainment, August 2006 welcomes the publication of COLLADA: Sailing the Gulf of 3D Digital Content Creation, where the centerpiece of the digital asset tool chain for the 3D interactive industry is clearly explained and presented for the first time. Softimage is proud to have contributed to COLLADA since the beginning of its development, and to watch it grow into a powerful resource supported by the industry as a whole." --Gareth Morgan, Senior product manager for Softimage Co.,a subsidiary of Avid Technology, Inc., August 2006 COLLADA initiative is a demonstration of Sony's leadership and commitment to the games development industry. Autodesk is very supportive of this effort; it helps the games community become more productive as it tackles the requirements and opportunities of new generation consoles." --Marc Petit, VP Media & Entertainment, Autodesk, August 2006 book is an excellent first-hand account of the origins of COLLADA straight from the people that made it happen. These pages are much more then just an authoritative technical primer on enabling great content-they are also a glimpse into the passion and vision that bought COLLADA to life. The Khronos Group is honored to provide a good home to COLLADA-an open standard that is truly changing the 3D industry." -Neil Trevett, President, Khronos Group -President, Khronos Group, August 2006"Table of Contents1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline
£63.64
Taylor & Francis Inc 3D Math Primer for Graphics and Game Development
Book SynopsisThis engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.Trade Review"With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics."—Eric Haines, author of Real-Time Rendering"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."—Wolfgang Engel, editor of GPU ProTable of ContentsCartesian Coordinate Systems. Vectors. Multiple Coordinate Spaces. Introduction to Matrices. Matrices and Linear Transformations. More on Matrices. Polar Coordinate Systems. Rotation in Three Dimensions. Geometric Primitives. Mathematical Topics from 3D Graphics. Mechanics 1: Linear Kinematics and Calculus. Mechanics 2: Linear and Rotational Dynamics. Curves in 3D. Afterword. Appendices. Bibliography. Index.
£99.75
APress Beginning Game Development with Python and Pygame: From Novice to Professional
Book SynopsisThis book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular technologies. They can also capitalize upon numerous tips and tricks the author has accumulated over his career creating games for some of the world's largest gaming developers.Table of ContentsA table of contents is not available for this title.
£52.24
Insight Editions XCOM 2: Resurrection
Book SynopsisIn the world of XCOM, the governments of Earth unite under threat of an alien invasion and form XCOM, an elite paramilitary organization tasked with repelling the extraterrestrial offensive and defending humanity. Woefully outgunned, XCOM’s only hope is to outsmart and outmaneuver the enemy by turning the aliens’ power against them. Making clever use of game elements, XCOM: Resurrection details the strategy and costs of war in a compelling narrative sure to delight sci-fi aficionados and fans of the game series.
£13.29
Manning Publications Hello Scratch!
Book SynopsisIn the future, there are going to be millions of jobs with no one to fill them if more kids don't learn how to code. So why aren't more kids learning to program? Some think it's too hard, and others don't have parents who can help them because they don't know programming themselves. Learning to code with a tool like Scratch, an open source programming platform maintained by MIT, and having fun goals, like writing games, just might make a difference. That's where this book comes in. Hello, Scratch! is a how-to book that helps parents and kids work together to learn programming skills by creating new versions of old retro-style arcade games with Scratch. By building games, readers not only create fun finished products, but they'll learn important programming skills along the way. By the time readers are done, they'll be able to create their own games and understand the basics of computer programming and game design. Key Features: · Introduction to Scratch · Easy to follow examples · Step-by-step guide This book is for kids and their parents who want to learn to program while creating games. No programming experience needed! About the Technology: Scratch is a drag-and-drop programming language created by the college Massachusetts Institute of Technology (MIT). What can you make with Scratch? The short answer is anything.
£33.33
Manning Publications Unity in Action, Second Edition: Multiplatform
Book SynopsisWith a huge ecosystem of pre-built game assets, an enthusiastic community of fellow developers, and support for nearly every platform, Unity is a great choice to make your dream game a reality. Unity in Action, Second Edition teaches readers to write and deploy games with the Unity game development platform. Fully updated to include the latest changes to Unity, new best practices, and an entire chapter on building 2D platformers with Unity's expanded 2D toolkit, this book is essential for any aspiring game developer. Key features • Hands-on examples • Clear explanations • Excellent graphics Written for those who know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed. Unity is a professional-quality game engine used to create video games targeting a variety of platforms.
£35.99
Manning Publications Python Workout: 50 Essential Exercises
Book SynopsisPython Workout presents 50 exercises designed to deepen the reader’s skill with Python. Readers will not only tackle exercises using built-in data structures, but also more advanced techniques, such as functional programming, object-oriented programming, iterators, and generators. With each engaging challenge, readers will practice a new skill and learn how to apply it to everyday coding tasks. Key Features 50 hands-on exercises and solutions Basic Python sequence types Python dictionaries and sets Functional programming in Python Creating your own classes Working with Python objects Generator functions Intended for readers with basic Python skills. About the technology Python 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. Reuven M. Lerner, 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. Reuven lives with his wife and three children in Modi’in, Israel, and can be reached at https://lerner.co.il/ or on Twitter at @reuvenmlerner.
£40.79
Morgan & Claypool Publishers A Framework for Scientific Discovery through
Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.
£42.46