Games development and programming Books

217 products


  • Third Editions Devolver: Behind the Scenes: Collector's Edition:

    Out of stock

    Book Synopsis

    Out of stock

    £34.11

  • Third Editions The Mysteries of Monkey Island: All Aboard to

    Out of stock

    Book Synopsis

    Out of stock

    £31.96

  • Third Editions DECODING THE LAST OF US

    4 in stock

    Book Synopsis

    4 in stock

    £24.59

  • HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Springer International Publishing AG HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

    Out of stock

    Book SynopsisThis two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

    Out of stock

    £53.99

  • Artificial Intelligence and Games

    Springer International Publishing AG Artificial Intelligence and Games

    Out of stock

    Book SynopsisThis is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.Table of ContentsPart I Background.- Introduction.- AI Methods.- Part II Ways of Using AI in Games.- Playing Games.- Generating Content.- Modeling Players.- Part III, The Road Ahead.- Game AI Panorama.- Frontiers of Game AI Research.- References.- Index.

    Out of stock

    £26.99

  • Unity fur Dummies

    Wiley-VCH Verlag GmbH Unity fur Dummies

    Out of stock

    Book SynopsisMit Unity können Sie Computerspiele entwickeln wie die Profis! Egal, ob Sie lieber Ihr Raumschiff an gefährlichen Asteroiden vorbeimanövrieren oder hüpfende Melonen einsammeln, Ihrer Kreativität sind keine Grenzen gesetzt. In diesem Buch erfahren Sie, wie Sie ein Spiel aufbauen und gestalten, welche coolen Effekte Sie ganz ohne Programmiersprachenkenntnisse nutzen können und wo es Grafiken, Musik und Sounds gibt. Sie erhalten einen ersten Überblick über die Spieleprogrammierung mit Unity und sind anschließend in der Lage, mit einem eigenen Spiele-Projekt durchzustarten.Table of ContentsÜber die Autorin 7 Einführung 21 Törichte Annahmen über den Leser 21 Wie dieses Buch aufgebaut ist 22 Teil I: Machen Sie sich mit dem Editor und seinen Möglichkeiten vertraut 23 Teil II: Entwickeln Sie Ihr erstes 2D-Spiel 23 Teil III: Entwickeln Sie Ihr erstes 3D-Spiel 23 Teil IV: Setzen Sie eigene Ideen um 23 Teil V: Der Top-Ten-Teil 23 Symbole, die in diesem Buch verwendet werden 23 Warum Ihnen dieses Buch nicht das Programmieren beibringt 24 Wie es weitergeht 24 Eine nicht unwichtige Besonderheit 25 Zum Abschluss 25 Teil I: Mit dem Editor und seinen Möglichkeiten vertraut warden 27 Kapitel 1 Unity herunterladen, installieren und starten 29 Unity Hub herunterladen und installieren 29 Den Editor herunterladen 31 Kapitel 2 Den Editor kennenlernen 35 Unity Hub starten 35 Ein neues Projekt anlegen 37 Der Editor: eine Übersicht 38 Szenen, Objekte und Komponenten 38 Die wichtigsten Arbeitsbereiche 39 Toolbar 40 Scene View und Game View 41 Navigation im Scene View 41 Die Hierarchy 42 Der Inspector 47 Das Project Window 50 Die Console 51 Das Layout ändern 52 Speichern und Laden 53 Die Dokumentation finden 53 Kapitel 3 Einkaufsbummel im Asset Store 55 Das sind Assets 55 Den Asset Store öffnen 56 Ein Überblick über den Asset Store 56 Wo kommen die Assets her? 57 Wo ist der Haken? 58 Rechtliches 59 Alternativen 60 Kapitel 4 Für verschiedene Plattformen entwickeln 61 Die Theorie 61 Die Praxis 62 Planung und Konzeption 62 Hardware 63 Plug-ins und Drittsoftware 64 Bedingungen der Plattformbetreiber 64 Monetarisierung 64 Kosten 64 Entwicklung 65 Veröffentlichung 65 Kapitel 5 In Unity entwickeln 67 Das Script gibt den Ton an 67 Begriffe 68 Algorithmus 68 Event 70 Variable 71 Branch 71 Loop 72 Collection 73 Auf in die Praxis 77 Teil II: Jetzt wird entwickelt! 79 Kapitel 6 Die Reise ins All beginnt 81 Unity – eine Kurzbeschreibung 81 Ausblick auf die kommenden Kapitel 82 Assets herunterladen 82 Ein neues Projekt anlegen 83 Asset Package importieren 84 Das fertige Projekt ausprobieren 86 Das Tutorialprojekt einrichten 87 Kapitel 7 Das Raumschiff startklar machen 89 Das Raumschiff einfügen 89 Triebwerke starten! 92 Das Partikelsystem kennenlernen 93 Den fertigen Partikeleffekt einfügen 94 Einen Collider hinzufügen und bearbeiten 96 Kapitel 8 Die Szene beleuchten und einrichten 99 Direkte Beleuchtung in Echtzeit (Realtime Lighting) 99 Mit Global Illumination Atmosphäre schaffen 100 Mit der 3-Punkt-Beleuchtung das Schiff in Szene setzen 102 Das Führungslicht 102 Das Fülllicht 104 Das Streiflicht 106 Ordnung schaffen 107 Den Hintergrund einfügen 108 Fliegende Sterne 110 Den Hintergrund bewegen 112 Kapitel 9 Das Raumschiff bewaffnen 115 Player Controller und Rigidbody einrichten 115 Den Laser zusammenbauen 119 Das Aussehen festlegen 120 Den Laser beweglich machen 124 Für Zerstörung sorgen 126 Den Laser als Prefab anlegen 128 Das Raumschiff feuerbereit machen 128 Feuer frei! 130 Kapitel 10 Asteroiden erschaffen, vermehren und zerstören 131 Einen Asteroiden erschaffen 132 Asteroiden recyceln 136 Den Asteroiden vom Himmel schießen 138 Explosionen! 140 Angriff der Klone 141 Kapitel 11 Asteroidenfeld voraus! 149 Der endlose Level 149 Varianz in den Asteroiden bringen 150 Den Asteroiden als Prefab anlegen 150 Den Asteroiden verändern 151 Ein Asteroidenfeld anlegen 153 Einen Durchgang graben 157 Den »Radiergummi« einrichten 158 Kapitel 12 Feinschliff und Musik 161 Tipps zum Ändern der Einstellungen 161 Chaos vermeiden 161 Werte ohne Risiko ausprobieren 161 Spieleinstellungen aufpolieren 163 Raumschiff 163 Asteroid Eraser 164 Die Asteroiden 165 Laser 166 Ein Spiel daraus machen 167 Der Game Controller 167 UI-Texte 167 Punkte verteilen 173 Musik 174 Teil III: Entwickeln Sie Ihr erstes 3D-Spiel 175 Kapitel 13 Außerirdische Melonen fangen 177 Ein neues Projekt anlegen 178 Asset Package importieren 179 Das fertige Projekt ausprobieren 181 Das Tutorialprojekt einrichten 184 Kapitel 14 Die Spielwelt gestalten 185 Für die richtige Stimmung sorgen 185 Den Boden vorbereiten 187 Das Terrain einfügen und einfärben 187 Berge und Täler erschaffen 190 Terrain-Einstellungen 195 Bäume pflanzen 196 Einen Baum vorbereiten 197 Bäume auf das Terrain pinseln 198 Den Boden für das Spiel markieren 201 Kapitel 15 Einen Roboter zusammenbauen 203 GameObject und Model 203 Bewegung in die Sache bringen 205 Kamera und Script 207 Dem Roboter einen Anstrich verleihen 210 Ein Sicherheitsnetz einrichten 211 Kapitel 16 Ufos und Melonen 215 Melonen züchten 215 Die Melonen einsperren 219 Melonen aufsammeln 221 Melonen abliefern 224 Das Ufo schweben lassen 227 Kapitel 17 Dem Roboter Leben einhauchen 233 Wie eine Animation ins Spiel kommt 233 Animationen mischen 234 Maskierte Animationen 235 Den Animator Controller anlegen 237 Den Animator Controller einstellen 241 Abschließende Einstellungen 244 Kapitel 18 Der Game Cycle 247 Das User Interface 247 Textobjekte einrichten 247 Das Interface fertig einrichten 252 Der Game Controller 255 Melonen ordnen und sammeln 257 Den Roboter einschränken 259 Kapitel 19 Feinschliff 261 Explodieren und Teleportieren 261 Ein Feuerwerk aus Melonen 261 Beam sie hoch, Robo 264 Die Geräuschkulisse 266 Hintergrundmusik 267 Sprunggeräusche des Roboters 268 Melonen vertonen 268 Spielwerte verändern 270 Kamera 270 Roboter 271 Melonen 273 Der Rigidbody 273 Die Schwerkraft 274 Das Material 274 Die Größe 275 Menge und Höhe über dem Boden 275 Sonstige Einstellungen 276 Spielzeit 276 Das Terrain ändern 276 Position für flüchtige Melonen und Roboter 276 Einer für alle 277 Kapitel 20 Filmreifer Abflug 279 Das Handwerkszeug bereitlegen 279 Die Timeline anlegen 280 Der Schauspiel-Roboter 281 Ein filmreifes Ufo 281 Film ab! 282 Die Kameras ausrichten 283 Objekte ein- und ausschalten 285 Eine Vorschau erhalten 287 Den Filmstar in Bewegung setzen 289 Abflug! 292 Ton ab! 293 Das Gesamtwerk ansehen 294 Kapitel 21 Weitere Level gestalten 295 Den neuen Level gestalten 295 Danke, Prefabs! 298 Den Level komplettieren 300 Begrenzungen setzen 300 Game Controller und User Interface 301 Melonen und Ufo 302 Spielende 303 Kapitel 22 Die Spieldatei bauen 305 Allgemeines 305 Die Build Settings 305 Die Player Settings 308 Quality Settings 309 Stand-alone für PC, Mac und Linux 309 Player Settings 309 Build Settings 313 WebGL 315 Das Melonenspiel 315 Player Settings 316 Den Build starten 318 Andere Spieldateien bauen 320 Teil IV: Setzen Sie eigene Ideen um 321 Kapitel 23 Ideen sind billig, Entwicklung nicht 323 Setzen Sie sich ein realistisches Ziel 324 Spieleentwicklung: Hobby oder Beruf? 324 Geld regiert die Welt 324 Teamwork 325 Organisation 325 Zielplattform(en) 325 Marketing 325 Verkaufsplattformen 326 Die Einkaufsliste 326 Die Zutaten besorgen 326 Die Fertiglösung 326 Selbst Hand anlegen 326 Mitarbeiter rekrutieren 327 Deine Spielidee ist zu groß! 328 Steigende Komplexität 328 Loslegen 330 Den Plan anpassen 331 Nicht vom Paretoprinzip überraschen lassen 331 Sie schaffen es! 332 Kapitel 24 Tutorials, Tutorials, Tutorials 333 Tutorials auf der Unity-Homepage 333 Projekte 335 Programmierung 335 Tutorials in den Weiten des Internets 336 Links zu Tutorials 338 Schritt für Schritt 339 Kapitel 25 Assets für das eigene Projekt finden 341 Was erlaubt ist und was nicht 341 Nationales Recht und internationales Recht 342 Deutschland 342 Neuland 342 Creative Commons 343 Assets unter CC-Lizenz 343 CC-Lizenz ist nicht gleich CC-Lizenz 343 Eine Auswahl großzügiger Künstler 343 Noch mehr Auswahl 344 Der Unity Asset Store 344 Kapitel 26 Die eigene Idee umsetzen 345 Konzeption 345 Die Idee entwickeln 345 Die Übersicht behalten 345 KISS-Prinzip 346 Zielplattform(en) 346 Die Asset-Liste aufstellen 346 Prototyping 348 Fail fast 348 Papier-Prototyp 348 Visual Scripting 349 Prototyp zur technischen Machbarkeit 349 Feedback 349 Die richtigen Fragen stellen 350 Feedback richtig verarbeiten 351 Entwicklung 352 Iterativ arbeiten 352 Das richtige Maß an Veränderung 352 Testen, testen, testen 353 Der Kunde ist König 355 Veröffentlichen 355 Das Projekt bauen 355 Release 356 Datenschutz 356 Kapitel 27 Das Unity-Universum 357 Information und Austausch 357 Foren 357 Unity Answers 358 Feedback 358 Issue Tracker 358 Unity Connect 358 Unity Services 359 Unity Ads 359 In-App Purchasing 360 Unity Analytics 360 Unity Teams 361 Unity Performance Reporting 362 Multiplayer 362 Ausführliche Beschreibung 363 Kapitel 28 Unitys Kräfte entfesseln 365 Den Editor anpassen 365 Performance- und Grafikoptimierungen 365 Stats und Profiler 366 Occlusion Culling 367 3D-Objekte optimieren 367 LOD-Stufen 368 Beleuchtung 369 Renderpipelines 369 Performance-Faustregel 369 Werkzeuge für Debugging 370 Schritt für Schritt arbeiten 370 Schritt für Schritt zeichnen 370 Schritt für Schritt abspielen 370 Im Inspector genauer hinsehen 371 Console Log und Editor Log 371 Die Funktionen des Code-Editors nutzen 372 Fenster arrangieren und feststellen 372 Herausfinden, was verwendet wird 372 Rendering Modes 372 Unter die Haube schauen 373 Auf dem neuesten Stand bleiben 373 Teil V: Der Top-Ten-Teil 375 Kapitel 29 Die 10+1 besten Tipps von Profi-Entwicklern 377 Sicherheit geht vor 377 Schritt für Schritt 377 Richten Sie sich ein 378 Play Mode oder kein Play Mode? 378 Wählen Sie richtig 378 Elementar, mein lieber Watson! 379 Updates 380 Von Meistern und Himmeln 380 Balance finden 380 Am Ball bleiben 381 Mehr Tipps! 381 Kapitel 30 Lösungen für die 10 häufigsten Probleme 383 Es startet nicht! 383 Das Problem liegt nicht in der angegebenen Zeile 385 Das war unerwartet! 387 Die Definition der Definition 388 Input! 390 Irgendetwas stimmt nicht 391 Keine Referenz 393 Keine Kollision 393 Da ist der Drehwurm drin 394 Nichts passiert! 395 Und wenn alles nichts hilft? 396 Stichwortverzeichnis 397

    Out of stock

    £21.38

  • Gamification, Digitalisierung Und Industrie 4.0:

    Springer Gabler Gamification, Digitalisierung Und Industrie 4.0:

    Out of stock

    Book Synopsis

    Out of stock

    £9.99

  • Springer Vieweg Das ultimative Buch über Point ClickAdventures

    1 in stock

    Book SynopsisEinleitung.- Designprinzipien - Wie Point & Click-Adventures funktionieren.- Eine kurze Geschichte der Point & Click-Adventures.- Lucasarts vs. Sierra on-line.- Die Underdogs.- 2D oder 3D - Warum das Genre (fast) starb.- Escape Room vs. Point & Click-Adventure.- Weibliche Protagonisten in Point & Click Adventures.- Vorher / Nachher - Remakes von Point & Click-Adventures.- Kurioses und Skurriles.- Die wichtigsten Point & Click-Adventures.- Zwischen Retro und Rennaissance.- Glossar mit Begriffen rund um Point & Click-Adventures.

    1 in stock

    £26.59

  • 3D Facial Animation- Recreating human heads with

    VDM Verlag Dr. Mueller E.K. 3D Facial Animation- Recreating human heads with

    1 in stock

    Book Synopsis

    1 in stock

    £38.64

  • Minor Platforms in Videogame History

    Amsterdam University Press Minor Platforms in Videogame History

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    Book SynopsisVideogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.Trade Review"Benjamin Nicoll sets up his epistemic (work)shop for an inspiring minor game history that aims to make game studies strange again. From cultural studies to media analysis, the book’s contribution is not only about past game platforms but it also offers strong methodological insights. The result is a magnificent contribution both to game studies and media archaeology." - Professor Jussi Parikka, University of Southampton, author of *What is Media Archaeology?*Table of ContentsAcknowledgements Table of Contents List of Tables and Figures Introduction - Failed, forgotten, or overlooked? Methods for historicizing minor platforms 1. Ways of seeing game history: The Vectrex as a transitional platform 2. Articulations of videogame piracy: The Zemmix as a decolonial platform 3. Domesticating the arcade: The Neo Geo as an imaginary platform 4. A dialectic of obsolescence? The Sega Saturn as a residual platform 5. 'How history arrives': Twine as a minor platform Conclusion - 'Something new in the old' Notes Bibliography Index

    Out of stock

    £101.65

  • Videogame Formalism: On Form, Aesthetic

    Amsterdam University Press Videogame Formalism: On Form, Aesthetic

    Out of stock

    Book SynopsisFormalism is often used as an all-embracing term covering a range of ontological and methodological approaches in game studies, with little connection to the history or tradition of the approach in other fields. This dilutes the usefulness of the approach, and invites (often unfounded) criticism. Videogame Formalism addresses these issues through an exploration of the historical and theoretical roots of formalist approaches to videogame analysis, situating this approach within games studies, and arguing for its importance and applicability as a methodological toolkit and a theoretical framework for understanding the aesthetic experience of videogames. It presents an overview of how formalist approaches can provide insights into the ways games create aesthetic experiences through the use of poetic gameplay devices, and lays out a comprehensive yet flexible methodological framework for undertaking a formalist analysis of games. This approach is then demonstrated through a series of detailed examples and case studies.Table of ContentsList of Figures and Tables Acknowledgements Preface 1. Introduction 2. On Videogame Form 3. On Aesthetic Experience 4. On Methodology 5. Applying Formalism 6. Conclusion About the Authors Index

    Out of stock

    £101.65

  • Video Game Characters and Transmedia

    Amsterdam University Press Video Game Characters and Transmedia

    Out of stock

    Book SynopsisCharacters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.Table of ContentsA brief note Japanese names and words Chapter 1: Introducing the dynamic game character Chapter 2: Characters in contemporary media Chapter 3: How the dynamic game character develops Chapter 4: Strategies to control a character’s transtextual identities Chapter 5: Parasocial relationships with non-playable characters Chapter 6: The construction of transmedia game characters Chapter 7: The future of dynamic game characters Glossary A brief typology on characters Complete bibliography Index .

    Out of stock

    £91.20

  • 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

  • Logic And Language Models For Computer Science

    World Scientific Publishing Co Pte Ltd Logic And Language Models For Computer Science

    Out of stock

    Book SynopsisThis text presents the formal concepts underlying Computer Science.It starts with a wide introduction to Logic with an emphasis on reasoning and proof, with chapters on Program Verification and Prolog.The treatment of computability with Automata and Formal Languages stands out in several ways:The style is appropriate for both undergraduate and graduate classes.

    Out of stock

    £81.70

  • Logic And Language Models For Computer Science

    World Scientific Publishing Co Pte Ltd Logic And Language Models For Computer Science

    Out of stock

    Book SynopsisThis text presents the formal concepts underlying Computer Science.It starts with a wide introduction to Logic with an emphasis on reasoning and proof, with chapters on Program Verification and Prolog.The treatment of computability with Automata and Formal Languages stands out in several ways:The style is appropriate for both undergraduate and graduate classes.

    Out of stock

    £48.45

  • 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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