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- Lodriguez, Oscar, author.
- [New York, NY] : Apress, [2019]
- Description
- Book — 1 online resource Digital: text file; PDF.
- Summary
-
- Chapter 1: Introduction Chapter Goal: How to approach this book
- Chapter 2: Setting Up Our Development Environment Chapter Goal: Getting started * Checking out Github and switching to the start branch * A simple hello world inside of our setup
- Sub - Topics:
- 1. Where to start
- 1. Setting up Node.js and Git
- 2. The main ingredient
- 3. Our Frontend architecture
- 4. Our general architecture
- Chapter 3: Orchastrating Our Domain Model Chapter Goal: Have a concise model to work with.
- Sub - Topics:
- 1. The building blocks
- 2. Creating our first model
- 3. The player model
- 4. The Keyboard model
- 5. Putting it all together
- 6. Creating our directories
- 7. Directories construction tactics
- Chapter 4: Implementing Our Game Domain Models Chapter Goal: Introduction to phaser and implementing our models
- Sub - Topics:
- 1.
- About Phaser
- 2.
- Talking about Phaser...
- 3.
- The Player model
- 4.
- Phaser Arcade Physics
- 5.
- The Game Model
- 6.
- The Keyboard model
- Chapter 5: Seeing It in Action! Chapter Goal: Alpha version of the game
- Sub - Topics:
- 1.
- Hooking it all up together
- Chapter 6: Projectiles! Chapter Goal: Allow the gunships to fire!
- Sub - Topics:
- 1.
- Making it to the big screen
- 2.
- Overlap
- 3.
- Gimme the gun!
- 4.
- More on Overlap
- 5.
- Updating the keyboard with fire!
- 6.
- The HUD
- Chapter 7: Hooking Up Our Server Chapter Goal: The backend of things
- Sub - Topics:
- 1.
- On to the server side of things
- 2.
- Models and events
- 3.
- Setting up our static file server
- 4.
- Socket connection
- 5.
- Back to the client
- 6.
- Marvellous explosions!
- Chapter 8: The World Should Remember Your Name Chapter Goal: Authentication
- Sub - Topics:
- 1.
- Login
- Chapter 9: Bonus! Chapter Goal: Cleaning up
- Sub - Topics:
- 1.
- Refactoring & Asteroids
- 2.
- Adding more features
- 3.
- Some more refactoring
- 4.
- Asteroids!
- Chapter 10: Further reading and discovery Chapter Goal: Where to go from here
- Sub - Topics:
- Other Phaser resources.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Christian, Brian, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Introduction to GameMaker: Studio;
- Chapter 2: Your First Game
- Escape the Dungeon;
- Chapter 3: Introducing the GameMaker Language;
- Chapter 4: Fun with Infinity and Gravity
- An Endless Platformer;
- Chapter 5: Saving and Loading Data;
- Chapter 6: A Multiplayer Sidescrolling Platformer;
- Chapter 7: Programming a Scrolling Shooter;
- Chapter 8: Introducing the GameMaker: Studio Physics Engine;
- Chapter 9: Wrapping Up; Index; Choosing your version.
- The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; Summary; Creating an endless platformer; Summary; Putting in a scoring system; Customizable controls; Summary; Sprite animation; Making your scrolling platformer scroll; Client/server multiplayer networking; Integrating Xbox gamepad support; Summary; Creating the main ship; Creating the enemies; Programming a Boss AI; Particles; Summary; A physics game; The physics engine in a regular game; Summary; Debugging; Helpful information on GameMaker.
- Death and enemiesRandom spawning; Menus and textboxes; Review questions; Quick drills; Saving and loading a highscore; Saving control configurations; Review questions; Quick drills; Spritesheet importing; Programming the movement; Networking terminology; Printing the server's IP address and port on a screen; Creating the actual server; The client in your client/server system; Legacy gamepad support; Modern gamepad support; Review questions; Quick drills; Parenting in objects; Random enemy spawning; Review questions; Quick drills; Review questions; Quick drills; Compile-time errors.
- Runtime errorsThe GameMaker: Studio debugger; Debugging functions; Quirks of the GameMaker Language; Unexplained resources; Export modules; Review questions; Quick drills; The sprite; The object; Making your enemies move; Damaging the player; Making the player shoot; Making the enemies shoot; Backgrounds; Sounds; Understanding the four events; Starting to code your player object; Random seeds; Displaying health and lives; Invincibility; 2D arrays; Menus; Textboxes; INI file encryption; Our Asynchronous Networking event.
(source: Nielsen Book Data)
3. The Indie Game Developer Handbook [2015]
- Hill-Whittall, Richard, author.
- Burlington, MA ; Abingdon, Oxon [UK] : Focal Press, 2015.
- Description
- Book — 1 online resource Digital: text file.
- Summary
-
- Indie 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.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Social game design
- Fields, Tim.
- Second edition. - Boca Raton : CRC Press, Taylor & Francis Group, [2014]
- Description
- Book — 1 online resource (xiii, 222 pages) : illustrations
- Summary
-
- Introduction. What Is a Social Game? Are Mobile Games Social? History of Game Monetization. Why Create a Social or Mobile Game? Industry Terms and Metrics. What Is a Social Network? How to Acquire, Keep, and Regain Users. Monetization Strategies. Virtual Goods. Currency. Conclusions.
- (source: Nielsen Book Data)
- Introduction The Changing Tide What This Book Is Not
- What Is a Social Game? Are Mobile Games Social? Meet Your Competition BBS Games and MUDs MMOs Just Being Multiplayer Doesn't Make You Social Great Mobile Games ARE Social Interview with Words with Friends Creators, The Bettners
- History of Game Monetization What Do We Mean By Monetization A Brief History of Game Monetization Interview with Richard Garriott, "The Three Grand Eras of Gaming"
- Why Create a Social or Mobile Game?
- Social and Mobile Games Put a Lot of Power in the Hands of the Developers Social Games Make the Developer Responsible Social Games Give Power to the Users Used Retail Game Sales: Friend to Social and Mobile Developers Interview with Jason Decker of Pocket Legends, "Love Letters from Your Community"
- Industry Terms and Metrics Industry Terms and Metrics Measuring Player Population Measuring Monetization Social Network Advertising Mobile Terms General Terms Why These Metrics Matter Case Study: Ravenwood Fair and the Use of Metrics in Game Design Interview with Everett Lee of OMGPop, "The Science of Social Game Design"
- What Is a Social Network? What Is a Social Network? Who Is the Average Social Gamer? Who Is the Average Mobile Gamer? What Social Networks Are Popular Today? Games Are Global It's All about Scale Using Social Networks to Extend Traditional Games Creating Social Networks as a Platform Holder Is Apple's Game Center a Social Network? Conclusions Interview with Janus Anderson, "Gaming and the Social Graph"
- How to Acquire, Keep, and Regain Users How to Build it So They'll Come The Purchase Funnel Acquisition: How to Get Players Acquiring New Users on Facebook Acquiring New Users on Mobile Platforms Advertising Efficiently The Rising Cost of CPI Virality Redirecting Users for Increased Virality How to Retain Users Tracking Retention Using Leaderboards and Messaging to Add Stickiness Using Messages to Remind Users to Return Only the Last Inch Matters Interview with Exploding Barrel: "Give Them What They Want"
- Monetization Strategies Show Us the Money Classic Premium Download Models Subscriptions "Freemium" Play the Numbers Combinations Case Study: Hunters Episode I and Different Monetization Methods Why You Should Avoid Giving Players Real Money Transitioning Models Which Models Fit Best for Which Type of Game? Interview with Ryan Cleven: "Social Platforms"
- Virtual Goods Fake Estates Selling Premium Goods Functional Advantages Game Balance Considerations Aesthetic "Vanity" Items Rarity Interview with Dimitri Delattre, Founder of Deadpan Dodo-"Indie Perspective"
- Currency Greenspan for the Win Single Currency Models Dual Currency Models Closed and Open Economies Addressing the Matter of "Honest" Gameplay Interview with Ben Lamm-"Controlling Chaos"
- Conclusions The Plentiful Tide Review A Fond Farewell to Friends.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier, " more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract-and Retain-Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.
(source: Nielsen Book Data)
- Stein, Johannes, author.
- Birmingham [England] : Packt Publishing, 2014.
- Description
- Book — 1 online resource (274 pages) : illustrations (some color).
- Summary
-
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Getting Started with Sparrow; Understanding the basics of Sparrow; System requirements; Setting up the Apple developer account; Downloading Xcode; Downloading Sparrow; Cloning the Git repository; Contents of the Sparrow package; The samples folder; The sparrow folder; Markdown files in the root folder; License; Setting up Sparrow; Option 1
- source tree reference; Time for action
- adding Sparrow as a source tree reference
- Time for action
- using the barebone project as a templateOption 2
- CocoaPods; Time for action
- installing command-line tools; Time for action
- installing CocoaPods; Time for action
- using the barebone project as a template; Running the template on the actual device; Time for action
- running the template on the actual device; Getting Sparrow documentation files; Time for action
- adding the Sparrow API documentation to Xcode; The idea for the game; Setting goals and expectations; Examining our gameplay elements; Code conventions; Summary;
- Chapter 2: Displaying Our First Objects
- Understanding display objectsExplaining display object containers; Setting the background color; Time for action
- changing the background color; What is a stage?; Creating our cardboard puppet doll; Time for action
- creating a cardboard puppet doll; Explaining macros; The Angles macro; The Colors macro; The utility functions; Constants in Sparrow; Math; Color; Manipulating display objects; Time for action
- manipulating display objects; Summary;
- Chapter 3: Managing Assets and Scenes; Working with assets; Managing our assets; Time for action
- creating a base class
- Creating a texture managerTime for action
- managing our textures; Creating a sound manager; Time for action
- implementing a sound manager; Creating a file manager; Time for action
- managing remaining file types; Basic error handling; Time for action
- getting started with basic error handling; Putting it all together; Time for action
- creating an asset container class; Time for action
- displaying an image; What are scenes?; Time for action
- implementing a scene class; Creating a scene director; Time for action
- managing our scenes with a scene director; Summary
- Chapter 4: The Basics of Our GameTaking care of cross-device compatibility; Understanding the texture size limit; How to deal with different screen sizes; Scaling the viewport; Black borders; Showing non-interactive screen space; Rearranging screen elements; Choosing the best option; Differences between various devices; Utilizing the iOS SDK; Retina and iPad support in Sparrow; App icons and splash images; The bottom line; Starting with the development of our game; Creating our scene manager setup; Time for action
- creating our scene manager setup; Adding images to the battlefield scene
- Time for action
- adding images to the battlefield scene
(source: Nielsen Book Data)
- Hawley, Richard A. (Computer programmer)
- Birmingham : Packt Pub., 2013.
- Description
- Book — 1 online resource (iv, 149 pages) : illustrations.
- Summary
-
- Cover; Preface; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents;
- Chapter 1: Creating Virtual Landscapes; Describing a world in data; Heightmaps are common ground; Texture sizes; The huge world problem; Floating point precision; Depth buffer precision; Planning our first project
- the brief; Starting GROME; Summary;
- Chapter 2: GROME Workspace; Viewports; Selecting objects; Workspace panel; Workspace tab; Scene tab; Layer stack; Layer type selector; Selection filter; Tools panel; Workflow/creation path; Zones; Know the dimensions; Zone splitter
- Example
- volcano islandSplitting zones; Creating a simple procedural heightmap; Summary;
- Chapter 3: Heightmaps; Modifier toolsets; Heightmap toolset; Elevation; SurfInfo; Erosion and FLErosion; HmapImport; Resampler; HSmooth; HmapStamp; ObjLevel; Simplify; Heightmap Brush toolset; Elevation; Smudge; Smooth; Clone; Fractals, Hills, Mountains, and Dunes; Procedural Heightmap toolset; PDeposition; FractalNoise and FractalDunes; Example
- the Heightmap layer stack; Heightmap layer operations; Merging a heightmap; Flatten down; Selection masks; Example
- putting it together; Our initial work plan
- Now to apply the River featureBrushing the shoreline; Summary;
- Chapter 4: Textures and Lighting; Performance consideration for mobiles; Working with material layers; Assigning zones to a layer; Color textures; Ground holes; Masked textures; The texture toolset; ColorGen tool; Distribution Mask component; Layers and Layers in use; Shadowmap tool; MaskFilter tool; MaskGen tool; The Base layer; The 01 layer; Arm 02 Texture layer; Final Detail layer; All done; Vertical texture mapping; ColorBake tool; NormalMap tool; Let it snow; The brush tools; The package browser; Decals; Summary
- Chapter 5: Bring Me a ShrubberyExportability of vegetation; GROME detail objects and billboards; The Detail layer stack; Adding grass billboards; Adding 3D Object details; The Detail toolset; Brush tool; Mask tool; Procedural tools; 3D Objects in detail layers; Summary;
- Chapter 6: Water, Rivers, and Roads; Water layers; Creating a new water layer; Masks; Global settings; Waves; Coloring; Lighting; Shadows on water layers; Water toolset; Generator tool; Shoreline tool; Creating rivers; Creating a small stepped river feature; Roads; Create tool; Adding more roads to create a network
- Adjust toolConfigure tool; Texturing the road; Real road data; Summary;
- Chapter 7: Exporting to Unity, UDK, and Ogre 3D; Unity; Desktop PC/Mac; Export RAW terrain; Exporting from GROME; Importing into Unity; Importing Unity Splatmaps; Convert texture to ARGBA32 format; Unity editor script to replace splatmaps; Mesh terrain export; Mesh export from GROME; Unreal Development Kit; GROME export plugin for UDK; Ogre3D; OgreGraphite engine; Exporting with GraphiTE; Compiling the code; Deleting zones; Going further
- the edge of forever; Summary; Index
(source: Nielsen Book Data)
- Oehlke, Andreas.
- Birmingham : Packt Publishing, 2013.
- Description
- Book — 1 online resource (388 pages) : illustrations (some color).
- Summary
-
A clear and practical guide to building games in libGDX.This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.
(source: Nielsen Book Data)
- Oehlke, Andreas.
- Birmingham : Packt Publishing, 2013.
- Description
- Book — 1 online resource (388 pages) : illustrations (some color).
- Summary
-
A clear and practical guide to building games in libGDX.This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.
(source: Nielsen Book Data)
- Haller, Jan.
- Birmingham : Packt Pub., 2013.
- Description
- Book — 1 online resource (vi, 276 pages) : illustrations (some color).
- Summary
-
- Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Making a Game Tick; Introducing SFML; Downloading and installation; A minimal example; A few notes on C++; Developing the first game; The Game class; Game loops and frames; Input over several frames; Vector algebra; Frame-independent movement; Fixed time steps; Other techniques related to frame rates; Displaying sprites on the screen; File paths and working directories; Real-time rendering; Adapting the code; Summary
- Chapter 2: Keeping Track of Your Textures
- Resource ManagementDefining resources; Resources in SFML; Textures; Images; Fonts; Shaders; Sound buffers; Music; A typical use case; Graphics; Audio; Acquiring, releasing, and accessing resources; An automated approach; Finding an appropriate container; Loading from files; Accessing the textures; Error handling; Boolean return values; Throwing exceptions; Assertions; Generalizing the approach; Compatibility with sf::Music; A special case
- sf::Shader; Summary;
- Chapter 3: Forge of the Gods
- Shaping Our World; Entities; Aircraft
- Alternative entity designsRendering the scene; Relative coordinates; SFML and transforms; Scene graphs; Scene nodes; Node insertion and removal; Making scene nodes drawable; Drawing entities; Connecting entities with resources; Aligning the origin; Scene layers; Updating the scene; One step back
- absolute transforms; The view; Viewport; View optimizations; Resolution and aspect ratio; View scrolling; Zoom and rotation; Landscape rendering; SpriteNode; Landscape texture; Texture repeating; Composing our world; World initialization; Loading the textures; Building the scene; Update and draw
- Integrating the Game classThe run method; Summary;
- Chapter 4: Command and Control
- Input Handling; Polling events; Window events; Joystick events; Keyboard events; Mouse events; Getting the input state in real time; Events and real-time input
- when to use which; Delta movement from the mouse; Playing nice with your application neighborhood; A command-based communication system; Introducing commands; Receiver categories; Command execution; Command queues; Handling player input; Commands in a nutshell; Implementing the game logic; A general-purpose communication mechanism
- Customizing key bindingsWhy a player is not an entity; Summary;
- Chapter 5: Diverting the Game Flow
- State Stack; Defining a state; The state stack; Adding states to StateStack; Handling updates, input, and drawing; Input; Update; Draw; Delayed pop/push operations; The state context; Integrating the stack in the Application class; Navigating between states; Creating the game state; The title screen; Main menu; Pausing the game; The loading screen
- sample; Progress bar; ParallelTask; Thread; Concurrency; Task implementation; Summary;
- Chapter 6: Waiting and Maintenance Area
- Menus
(source: Nielsen Book Data)
10. Game development tool essentials [2014]
- Berkeley, CA : Apress, 2014. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xix, 181 pages) : illustrations Digital: text file; PDF.
- Summary
-
- Part 1: Asset and Data Management * Plug-in based Asset Compiler Architecture* Asset Data Management
- Part 2: Geometry and Models *3D Format Conversion* Building Procedural Geometry Using MAXScript* A Uniform Geometry Workflow for Animated Feature Films* Rock-solid Content Pipeline with the COLLADA Conformance Test Suite* Rendering COLLADA Assets on Mac OS X with Scene Kit* COLLADA Exporter for Unity Developers in the Unity Asset Store
- Part 3: Web Tools* Utilizing HTML, CSS, and JavaScript to Create Rich Debugging Information* Moving Tools to the Cloud: Control, Configure, and Monitor your Game with WebSocket
- Part 4: Programming* Decoupling Game Tool GUIs from Core Editing Operations* Building a Game Prototyping Tool for Android Mobile Devices* Engineering Domain-specific Languages for Games.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
11. Game development tool essentials [2014]
- Berkeley, CA : Apress, 2014. New York, NY : Distributed to the Book trade worldwide by Springer
- Description
- Book — 1 online resource (xix, 181 pages) : illustrations Digital: text file; PDF.
- Summary
-
- Part 1. Asset and data management ; Plug-in-based asset compiler architecture
- GFX asset data management
- Part 2. Geometry models ; Geometry and models : 3D format conversion (FBX, COLLADA)
- Building procedural geometry using MAXScript (Voronol polygons)
- A uniform geometry workflow for cutscenes and animated feature films
- Building a rock-solid content pipeline with the COLLADA conformance test suite
- Rendering COLLADA assets on Mac OS X with scene kit
- COLLADA exporter for Unity developers in the Unity asset story
- Part 3. Web tools ; Introduction to utilizing HTML, CSS, and JavaSript to create rich debugging information
- Moving tools to the cloud : control, configure, monitor, and view your game with WebSocket
- Part 4. Programming ; Programming : decoupling game tool GUIs from core editing operations
- Building a game prototyping tool for Andriod mobile devices
- Engineering domain-specific languages for games.
- Akinlaja, Darmie.
- Birmingham, UK : Packt Pub., 2013.
- Description
- Book — 1 online resource : illustrations.
- Summary
-
This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LOVE framework as well as everything you need to know about game development using the Lua programming language.LOVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development.
(source: Nielsen Book Data)
13. Game mechanics : advanced game design [2012]
- Adams, Ernest (Ernest W.)
- Berkeley, Calif. : New Riders, ©2012.
- Description
- Book — 1 online resource (xiii, 353, B-43, C-29 pages) : illustrations
- Summary
-
- Introduction Who Is This Book For? How Is This Book Organized? Companion Website.
- Chapter 1 Designing Game Mechanics Rules Define Games Discrete Mechanics vs. Continuous Mechanics Mechanics and the Game Design Process Prototyping Techniques Summary Exercises
- Chapter 2 Emergence and Progression The History of Emergence and Progression Comparing Emergence and Progression Games of Emergence Games of Progression Structural Differences Emergence and Progression Integration Summary Exercise
- Chapter 3 Complex Systems and the Structure of Emergence Gameplay as an Emergent Property of Games Structural Qualities of Complex Systems Harnessing Emergence in Games Summary Exercises
- Chapter 4 Internal Economy Elements of Internal Economies Economic Structure Uses for Internal Economies in Games Summary Exercises
- Chapter 5 Machinations The Machinations Framework Machinations Diagram Basic Elements Advanced Node Types Modeling Pac-Man Summary Exercises
- Chapter 6 Common Mechanisms More Machinations Concepts Feedback Structures in Games Randomness vs. Emergence Example Mechanics Summary Exercises
- Chapter 7 Design Patterns Introducing Design Patterns Machinations Design Pattern Language Leveraging Patterns for Design Summary Exercises
- Chapter 8 Simulating and Balancing Games Simulated Play Tests Playing with Monopoly Balancing SimWar From Model to Game Summary Exercises
- Chapter 9 Building Economies Economy-Building Games Analyzing Caesar III Designing Lunar Colony Summary Exercises
- Chapter 10 Integrating Level Design and Mechanics From Toys to Playgrounds Missions and Game Spaces Learning to Play Summary Exercises
- Chapter 11 Progression Mechanisms Lock-and-Key Mechanisms Emergent Progression Summary Exercises
- Chapter 12 Meaningful Mechanics Serious Games Communication Theory The Semiotics of Games and Simulations Multiple Layers of Meaning Summary Exercises Appendix A Machinations Quick Reference Appendix B Design Pattern Library Static Engine Dynamic Engine Converter Engine Engine Building Static Friction Dynamic Friction Stopping Mechanism Attrition Escalating Challenge Escalating Complexity Arms Race Playing Style Reinforcement Multiple Feedback Trade Worker Placement Slow Cycle Appendix C Getting Started with Machinations References Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
14. DirectX 11.1 game programming [2013]
- Eimandar, Pooya.
- Birmingham : Packt Publishing, [2013]
- Description
- Book — 1 online resource (146 pages) : illustrations Digital: text file.
- Summary
-
- Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions;
- 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class?
- InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary;
- 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary;
- 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading.
- Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary;
- 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique.
- The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary;
- 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index.
(source: Nielsen Book Data)
15. Construct game development beginner's guide [2012]
- Bigelow, Daven.
- Birmingham : Packt Pub., ©2012.
- Description
- Book — 1 online resource (298 pages) Digital: text file.
- Summary
-
- Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action
- getting Construct Classic up and running; Step two: creating a game project; Time for action
- starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action
- clicking our way around Construct Classic; The layout editor; The properties box; The event editor.
- The animator boxThe layers box; The final step: an introduction to objects; Time for action
- creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary;
- Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action
- creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action
- make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action
- adding attributes to our objects.
- Behaviors: teaching objects how to actTime for action
- getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action
- giving our player a life; Textboxes: giving the player a heads-up; Time for action
- showing our player their health and score; Events: setting the rules and goals of a game; Time for action
- very eventful games; The sprites; Events; Conditions; Actions; Summary;
- Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action
- making the game winnable; Overlapping versus collision; Set activated.
- Set animationAvoid the hazards; Time for action
- bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action
- adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action
- creating a background for the GUI; Summary;
- Chapter 4: Making Noise; A game and its music; Time for action
- add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music.
- Time for action
- play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action
- adding sounds; Exporting our game; Time for action
- exporting our game; A note on sharing our games; Summary;
- Chapter 5: Practical Physics; Creating physical objects; Time for action
- creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action
- creating and using Event sheets and groups; Adding a physical force.
- Time for action
- creating forces.
(source: Nielsen Book Data)
16. Game design essentials [2012]
- Mitchell, Briar Lee.
- Indianapolis, In. : Wiley, ©2012.
- Description
- Book — 1 online resource (xxiv, 296 pages) : illustrations Digital: data file.
- Summary
-
- Introduction xix
- Chapter 1 Game Design Origins 1
- Chapter 2 Gameplay Styles 25
- Chapter 3 Core Game Design Concepts 43
- Chapter 4 Visual Design 81
- Chapter 5 Detailed Development of Visuals 111
- Chapter 6 Navigation and Interfaces 139
- Chapter 7 Designing Levels and the Game Design Document 165
- Chapter 8 Sound 185
- Chapter 9 Job Descriptions, Game Tracking, and Legal Issues 203
- Chapter 10 Distribution and Marketing 225 Appendix A Answers to Review Questions 249 Appendix B Education, Training, and Working in Games 255 Appendix C Game Design Document 275 Index 289.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Au, Wagner James.
- Indianapolis, IN : John Wiley & Sons, ©2012.
- Description
- Book — 1 online resource (xxvi, 308 pages) : illustrations Digital: data file.
- Summary
-
- Read this first
- ch. 1. Market overview : iOS, Facebook, and the Web
- ch. 2. iOS versus Facebook versus the Web
- ch. 3. Facebook games
- ch. 4. Facebook game design
- ch. 5. Facebook design lessons from KIXEYE and 5th Planet Games
- ch. 6. Future trends and opportunities for Facebook games
- ch. 7. Deep dive into Web gaminh
- ch. 8. Web game design
- ch. 9. Web game developer profiles
- ch. 10. Future trends and opportunities for Web gaming
- ch. 11. Quick survey of the iOS game market
- ch. 12. iOS game design
- ch. 13. iOS game developer profile
- ch. 14. Future trends and opportunities for iOS gaming
- ch. 15. Is your game ready to get VC or crowdfunding?
- ch. 16. Game design documents
- ch. 17. Concluding thoughts before you start designing
- appendix A. Resources for designers
- appendix B. Design principles
- appendix C. Glossary of terms and acronyms
- Index.
(source: Nielsen Book Data)
- Doran, John P.
- Birmingham, UK : Packt Pub., ©2012.
- Description
- Book — 1 online resource
- Summary
-
The book takes a step-by-step process in completing tasks with many detailed illustrations while allowing you to add your own creativity to the mix to create a game that is uniquely your own.If you would like to make iOS games with the Unreal Development Kit or are interested in porting your game from PC to iOS, this book is for you.
(source: Nielsen Book Data)
- Isbister, Katherine, author.
- First edition - Boca Raton, FL : CRC Press, 2008
- Description
- Book — 1 online resource (398 pages)
- Summary
-
- Knowing the User-- Methods-- Measures-- Special Contexts-- Pulling it all Together.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
(source: Nielsen Book Data)
- Morrison, Michael, 1970-
- Indianapolis, Ind. : Sams Pub., ©2003.
- Description
- Book — 1 online resource (xv, 488 pages) : illustrations.
- Summary
-
Sams Teach Yourself Game Programming in 24 Hours demystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming. The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music. A fully functional game engine provides readers with the ability to create their own future games.
(source: Nielsen Book Data)
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