Games development and programming Books

155 products


  • Simulation and Gaming for Social Design

    Springer Verlag, Singapore Simulation and Gaming for Social Design

    5 in stock

    Book SynopsisThis book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.Table of ContentsChapter 1. Simulation and Gaming as Instruments for Social Design.- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict.- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa.- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games?.- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action.- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues.- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve.- Chapter 9. Gaming for Arctic Sustainability.- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research.- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems.- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games.- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication.- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People.

    5 in stock

    £104.49

  • Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings

    Springer Verlag, Singapore Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. . Table of ContentsGame Experience.- Player Engagement and Analysis.- Serious Gameplay.- Entertainment Methods and Tools.- Extended Reality.- Game Design.- Interactive Entertainment.- Student Game Competition.- Workshops and Tutorials.- Aesthetics and Empowerment.

    1 in stock

    £85.49

  • Roblox Lua Scripting Essentials: A Step-by-Step

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Roblox Lua Scripting Essentials: A Step-by-Step

    10 in stock

    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

    10 in stock

    £35.99

  • Scripting Farming Simulator with Lua: Unlocking the Virtual Fields

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Scripting Farming Simulator with Lua: Unlocking the Virtual Fields

    10 in stock

    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

    10 in stock

    £35.99

  • Flame Game Development: Your Guide to Creating Cross-Platform Games in 2D Using Flame Engine in Flutter 3

    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

    10 in stock

    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

    10 in stock

    £39.99

  • Programming for Game Design: A Hands-On Guide with Godot

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Programming for Game Design: A Hands-On Guide with Godot

    10 in stock

    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

    10 in stock

    £39.99

  • Unity Cookbook

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Unity Cookbook

    10 in stock

    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.

    10 in stock

    £49.49

  • Game Development with GameMaker

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Game Development with GameMaker

    1 in stock

    Book SynopsisCreate games from start to finish while learning game design and programming principles using the GameMaker. Game Development with GameMaker covers all aspects of game design and development from the initial idea to the final release. You will learn how to make a 2D game from start to finish using GameMaker covering important features and topics related to game development.The book will cover design and development of a top-down action game from start to finish leveraging on best practices according to the current state of the industry's standards. It will cover all the building blocks of 2D game development: movements, combat, AI, UI, level design, inventory, power ups, etc. This edition also aims to implement the many changes that has come to GameMaker: new features as well as best practices. You WillMaster GameMaker Language (GML) programmingApply game design principles and programming patternsLearn about 2D game development techniques and best practicesReview the visual programming tool of GameMakerWho This Book is ForGame enthusiasts interested in game development and design with GameMaker would benefit from the book. No prior programming experience is required.

    1 in stock

    £53.99

  • Game Development Concepts in C

    Apress Game Development Concepts in C

    10 in stock

    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.

    10 in stock

    £43.99

  • Cybersecurity Threats  Attacks in Gaming Industry

    Apress Cybersecurity Threats Attacks in Gaming Industry

    10 in stock

    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.

    10 in stock

    £33.74

  • Procedural Content Generation for Games

    Apress Procedural Content Generation for Games

    3 in stock

    Book SynopsisChapter 1: Overview of Procedural Content Generation Methods.- Chapter 2: Blender Python Game Weapon Generator: Part 1.- Chapter 3: Blender Python Game Weapon Generator: Part 2.- Chapter 4: Generating Materials with Geometry Nodes, Python, and Shader Nodes.- Chapter 5: Editing and Generating Meshes with Geometry Nodes.- Chapter 6: Fractal Terrain Generation.- Chapter 7: L-Systems for Plant Generation.- Chapter 8: GIS Based Generation Part 1 - Skylines from Building Footprints.- Chapter 9: GIS Based Generation Part 2 - Terrain from Digital Elevation Models (DEM).- Chapter 10: Import Generated Geometry Into Unreal.

    3 in stock

    £46.74

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