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lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, chenjin5.com 海量电子书免费下载).epub
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink chenjin5.com 海量电子书免费下载, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · EPUB · 3.2MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 167478.61
lgli/null - Building Your First Mobile Game Using XNA 4.0.pdf
Building Your First Mobile Game Using XNA 4. 0 Brecht Kets, Thomas Goussaert Packt Publishing, Limited, Birmingham, England, 2013
Create action-packed 3D games with the Microsoft XNA Framework with this book and ebook.Key FeaturesLearn the structure of a 3D world and how to implement a variety of 3D techniques including terrain generation and 3D model rendering.Build three different types of 3D games step-by-step, including a first-person maze game, a battlefield tank game, and a 3D sidescrolling action game on the surface of Mars.Learn to utilize High Level Shader Language (HLSL) to add lighting and multi-texturing effects to your 3D scenes.Book DescriptionMove beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers.'XNA 4 3D Game Development by Example: Beginner's Guide'takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface.'XNA 4 3D Game Development by Example: Beginner's Guide'will give you the knowledge to bring your own 3D game creations to life.What you will learnThe core concepts of 3D graphics and how XNA describes the 3D worldBuild a 3D maze that the player can explore in search of the mysterious spinning cubeCreate 3D terrain based on a 2D height map image, adding texturing and lighting to the terrain s surfaceLoad, display and animate 3D modelsBuild a button-based user interface overlay for your 3D gameCreate a billboard particle system to produce dynamic explosionsBuild a skybox to give your worlds full 3D backgroundsDetect collisions between 3D objects and have your game react accordinglyWho this book is forThis book is intended for readers who want to create 3D games using the XNA Framework. Basic knowledge of the C# programming language and 2D XNA concepts are helpful, but not required.
更多信息……
英语 [en] · 中文 [zh] · PDF · 4.1MB · 2013 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 167475.0
nexusstc/MDN Canvas API 中文文档 20171202/575b67829ec049841122122dddd35f33.epub
MDN Canvas API 中文文档 20171202 it-ebooks iBooker it-ebooks, it-ebooks-2017, 2017
Outlines the basic and advanced principles involved in creating interactive games, including flight simulators, three-dimensional walk-through games, and various multimedia utilities, with an accompanying CD that includes shareware games and commercial demos. Original. (All Users).
更多信息……
英语 [en] · 中文 [zh] · EPUB · 1.0MB · 2017 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11060.0, final score: 167467.47
upload/duxiu_main/v/pdf/DirectX_9.0_3D_游戏开发编程基础.pdf
3D娓告垙绋嬪簭璁捐鍏ラ棬锛圖irectX庐 9 wyb Jones & Bartlett Learning, Jones & Bartlett Learning LLC, Plano, Tex, 2003
<p>Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wrap up the discussion.<br> Understand basic mathematical and 3D concepts; learn how to describe and draw interactive 3D scenes using the Direct3D 9.0 API; use Direct3D and the D3DX utility library to implement a variety of techniques and applications, such as transparency, shadows, reflections, fonts, meshes, using XFiles, progressive meshes, terrain rendering, particle systems, picking, cartoon rendering, and multitexturing; find out how to write vertex and pixel shader programs with the High-Level Shading Language; discover how to write and use effect files with the Direct3D effects framework.</p>
更多信息……
英语 [en] · 中文 [zh] · PDF · 5.3MB · 2003 · 📘 非小说类图书 · 🚀/lgli/upload/zlib · Save
base score: 11068.0, final score: 167466.39
lgli/Steve Swink & chenjin5.com - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, chenjin5.com 海量电子书免费下载).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink & chenjin5.com chenjin5.com 海量电子书免费下载, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.5MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
base score: 11058.0, final score: 167463.98
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, ).epub
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink Morgan Kaufmann Publishers; CRC Press, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · EPUB · 3.2MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 167463.81
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, cj5_4595).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink cj5_4595, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.23
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, 太阳系出版社_38).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink 太阳系出版社_38, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.22
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, 蓝星出版社_16).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink 蓝星出版社_16, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.22
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, 蓝星出版社_16).epub
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink 蓝星出版社_16, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · EPUB · 3.4MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.16
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, 太阳系出版社_24).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink 太阳系出版社_24, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.14
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, cj5_6286).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink cj5_6286, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.14
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, cj5_6817).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink cj5_6817, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
更多信息……
英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
❌ 这个文件可能有问题。
base score: 0.01, final score: 150010.05
lgli/Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) (2008, 天王星出版社_77).mobi
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Steve Swink 天王星出版社_77, Morgan Kaufmann Game Design Books, 2008
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
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英语 [en] · 中文 [zh] · MOBI · 7.6MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
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base score: 0.01, final score: 150010.05
ia/worldofwarcraftp00whit.pdf
World of Warcraft programming : a guide and reference for creating WoW addons James, II Whitehead, Bryan McLemore, Matthew Orlando, Whitehead, James II Wiley Technology Pub., Hoboken, NJ, New Jersey, 2008
P"WoW" is what you#8217;ll say when you see how many ways you can tweak the World of Warcraft interface after you read this book! If you're new to programming, we'll teach you the basics of Lua and XML and walk you through writing your first addon. If you already have some original addons in your arsenal, jump right into Parts III and IV and work with templates, function hooking, custom graphics, state headers, and more. We'll even help you distribute your addons, making WoW better for everybody. ul liRespond to events, creates frames, and use the WoW API to interact with the game liLearn the Lua programming language through interactive examples, from values and variables to custom functions and control structures liWrite well-formed XML and validate using schemas liFind specific functions easily in the comprehensive references of APIs, API categories, events, and widgets liCreate custom graphics, scroll frames, dropdown menus, and much more /ul P bA Note from the Publisher#58;/b P In the first printing, we mistakenly omitted the Authors#8217; Acknowledgements, which included the names of many World of Warcraft community members who helped bring this book to market. I want to publicly thank them for their efforts, and apologize for the omission, which will be corrected in the second printing. P It is the members of the WoW community that make Blizzard#8217;s amazing game an even greater experience for millions of players around the world, and their efforts on this book are greatly appreciated. P Chris Webbbr Executive Editor P bFrom the Authors#58;/b P James and Lee Whitehead, thank you for standing behind me on everything thatI#8217;ve done throughout my wacky life. None of this would have been possible without the guidance and support that you've provided me. Michelle Hastings, thank you for finding a way to bridge a 5300 mile gap and still make me feel like I#8217;m in your living room. Robert and Gregory Whitehead, thank you for sticking by me wherever I am and whatever I do without ever passing judgment. Tom Harper, thank you for letting me be a part of your life. Every single day with you is an adventure I can#8217;t wait to begin, and you have changed my life forever. P Jamie Anderson and Edward Wilman, thank you for letting us invade your sanctuary and for being such good friends. Charlie Radcliffe, Bj#246;rn Alfthan, Anne Christianson, and Chris McCabe, thank you for being great flatmates. Worcester College MCR, thank you for giving me a community of friends in a very foreign land. P Karen Hobson, thank you for being so helpful and supportive throughout the last two projects; you've helped keep me afloat. Sam Lantinga, thank you for all the time and effort you put into helping the World of Warcraft community. Kevin M. Kelly, thank you for your odd sleep patterns and availability; exploration of the unknown is always easier when you have a friend with a map. Daniel Stephens, thank you for your help digging through various parts of the API and for giving me a good jumping-off point for my data exploration. P Chris Webb, thank you for bringing this book and iHacking World of Warcraft/i into existence. Both books serve as great resources for the WoW UI community. Maryann Steinhart, thank you for your guidance through the entire process. Your feedback, as always, has proved instrumental to the process. Matthew and Bryan, for working with me on this extremely ambitious project, it#8217;s definitely been a rollercoaster. P Thanks to everyone who kept me moving when I needed a push, and those who slowed me down when I needed a break. Thank you to all of my users for putting up with bugs and lack of updates while the book was still being written; your patience and support is what keeps me writing addons. Finally, thank you to all the members of the WoW UI community for everything you do.#151;Jim P First, I would like to thank all those involved with the book#58; Jim for inviting me to take part; Bryan for sticking with it through all his work pressures; Chris, Maryann, and the rest of the folks at Wiley for allowing this project to materialize. Thanks to Rick and Stephen for picking apart our work. Supreme thanks go to Iriel, AnduinLothar, Cladhaire, MentalPower, Esamynn, Beladona, Krka, Legorol, Shirik, Cidan, Kevin, Sam, and all the members of #wow-lounge for putting up with our incessant questions. Thank you to all the folks who helped us churn out the API docs at the 11th hour. P Thank you to PepsiCo and Rockstar, Inc., without whose caffeinated beverages I never would have completed my chapters. I'd also like to thank whoever made the massage pad I keep on my computer chair. The best go out to the folks behind "Brisco County Jr.," "Firefly," and every other television series that should#8217;ve gone on for years. For entertaining me in my few breaks, xkcd.org, bash.org, Portal, World of Warcraft, "Bones," "Nip/Tuck," and "Mythbusters" have my undying gratitude. What thanks for a book of this nature would be complete without recognition of Blizzard for its wonderful product and incredible passion? P Special thanks go out to my de facto colleagues from the UI Macros forum for their hard work, dedication, and flaming of people who didn#8217;t read the stickies while I devoted my time to this project#58; Troodi, the nicest troll I#8217;ve ever met; Jelly, enthusiastic ForumToCPoster user; Kamdis, female Draenei#8212;@@'nuff said; Lunessa, my no. 1 supporter for my presidential bid; Lopeppeppy, whose name I can finally type from memory; Kaydeethree, with the best diagram of how to find stickies ever; Kelfarr, under people#8217;s skin before he even posts; Alestane, unnervingly patient; Valaron, never met a better Orc; Lealla, yay drood!; Aella, whom I always confuse with Lealla; everybody else whom I forgot to name; and our Administratrix Extraordinaire, Cairenn, for holding everything together! P My deepest thanks go to my family for making me who I am, and, most important, to my wife, Juliella, thank you for supporting me in this endeavor even when it meant I had to put you on /ignore from time to time.#151;Matthew P Wanda and Joe Newman, for the hours you put up with me not being willing to get off the computer. Thanks for all the support over the years, and for buying me my first copy of VB when I was 15, and sorry for all the arguments. Willis McLemore, thanks for supporting me without ever expecting anything from me. P Brent Miller, for helping me really start out on this awesome journey. You helped guide me when I first got started doing WoW addons, and many of the things we talked about helped shape me as a professional coder. Thanks for the first versions of Ace and for shrugging off all that responsibility onto me when you left. Oh, and thanks for listening to me rant. P Jim Whitehead and Matthew Orlando, you have been better co-authors than anyone else can ask for. Thanks for putting up with me while I learned how to do this, and for handling the content that I had no clue about. Sorry again for the times when I got overwhelmed. Thanks to all the editors and support from Wiley for helping me get through this, and for putting up with me when I gave you problems. P PProvost, Ammo, Cladhaire, hyperChipmunk, kergoth, Mikk, Nargiddley, pastamancer, nevcairiel, Tekkub, Tem, vhaar, Wobin and the members of #wowace. Thanks for the ideas, inspiration, strife, and hard work. Thanks for helping WowAce grow to more than a million users and for all the great mods! P Shirik, Tekkub, Wobin, Mentalpower, Esamynn, Cide, Ammo, Nevcairiel, and Iriel (and any I have accidentally forgotten). Thank you for helping so much on the reference. We would never have been done in time without you. P Karen Hobson. You've been a friend to me during some of the darkest times in my life, and I'll always treasure your company and support. I don#8217;t think it#8217;d be possible for me to thank you enough. P Aidan McLemore, who still thinks Daddy can do anything. Last, but by no means least, Kristina McLemore. Thanks for believing in me and following me across the country, for always loving me, and for helping me but, most important, for not divorcing me during the production of this book.#151;Bryan P A special thanks is owed to a group of hard-working members of the user interface community, without whom the reference section of this book would not have been completed. Each of you truly stepped up when we needed your help, and we're extremely grateful for everything you've done for us. Thank you [Ammo], Beladona, Cide, Gazmik, JoshBorke, MentalPower, Nevcairiel, Shirik, Tem, and Wobin for giving us your time, and a little bit of your sanity. P Dan Fernandez, thank you for your work on the World of Warcraft AddOn Studio and your help in writing Chapter 14. We're hopeful that the software will continue to develop and mature as another tool in the addon author#8217;s toolbox.
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英语 [en] · PDF · 51.7MB · 2008 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17489.75
zlib/no-category/Jozefowicz, Chris/Video game developer_119355359.pdf
Video Game Developer (Cool Careers (Cherry Lake)) Jozefowicz, Chris Pleasantville, NY : Gareth Stevens Pub., Cool careers : cutting edge, Pleasantville, NY, New York State, 2010
32 pages : 24 cm, Describes the work of a video game developer, 820L, Includes bibliographical references (page 31) and index, World builders -- Making a game -- Who works in game programming? -- The tools of the trade -- Many jobs to make a game -- Career fact file : video game designer -- Glossary -- To find out more
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英语 [en] · PDF · 1.4MB · 2010 · 📗 未知类型的图书 · 🚀/ia/zlib · Save
base score: 11068.0, final score: 17487.256
ia/ultimateguidetov0000dill.pdf
The ultimate guide to video game writing and design Dille, Flint, Zuur Platten, John Watson-Guptill Publications; Lone Eagle, New York, NY, New York State, 2007
<p><P>&#8226; Authors are top game designers<P>&#8226; Aspiring game writers and designers must have this complete bible<P>There are other books about creating video games out there. <br>Sure, they cover the basics. But <b>The Ultimate Guide to Video Game Writing and Design</b> goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there&#8217;s complete information on how to present a visionary new idea to developers and publishers. Got game? Get <b>The Ultimate Guide to Video Game Writing and Design</b>.</p>
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英语 [en] · PDF · 14.2MB · 2007 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17487.234
ia/gamedesignworksh0000full_u1f4.pdf
Game design workshop : a playcentric approach to creating innovative games Tracy Fullerton; with Christopher Swain and Steven S. Hoffman Morgan Kaufmann; Elsevier Morgan Kaufmann, 2nd ed., Amsterdam, Boston, Netherlands, 2008
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
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英语 [en] · PDF · 37.6MB · 2008 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17486.545
ia/windowsgamesdkde0000deob.pdf
Windows Game Sdk Developer's Guide: Master the Art of Programming Directdraw, Directsound, and Directplay With C++ Deobald, Martyn Scottsdale, AZ: Coriolis Group Books, Scottsdale, AZ, Arizona, 1996
xxii, 570 p. : 24 cm. + Includes index
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英语 [en] · PDF · 21.2MB · 1996 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17485.93
upload/trantor/en/Montfort, Nick/Racing the Beam ú the Atari Video Computer System.epub
Racing the Beam: The Atari Video Computer System (Platform Studies) Montfort, Nick & Bogost, Ian The MIT Press, MIT Press, Cambridge, Mass, 2009
**A study of the relationship between platform and creative expression in the Atari VCS.**The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: *Combat* , *Adventure* , *Pac-Man* , *Yars' Revenge* , *Pitfall!* , and *Star Wars: The Empire Strikes Back*. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. *Adventure* , for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as *World of Warcraft* and *Grand Theft Auto* ), by allowing the player to walk off one side into another space; and *Star Wars: The Empire Strikes Back* was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.words : 66363
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英语 [en] · EPUB · 1.2MB · 2009 · 📗 未知类型的图书 · 🚀/upload/zlib · Save
base score: 11063.0, final score: 17485.865
lgli/s:\usenet\_files\libgen\2021.07.20\MIT.Press.Nonfiction.Ebook-2021-PHC[151026]\9780262012577.MIT_Press.Racing_the_Beam__The_Atari_Video_Computer_System.Montfort,_Nick_&_Bogost,_Ian.Jul.2009.epub
Racing the Beam: The Atari Video Computer System (Platform Studies) Montfort, Nick & Bogost, Ian The MIT Press, 2009 Jul
A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.ISBN : 9780262012577
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英语 [en] · EPUB · 1.3MB · 1750 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 17485.865
ia/masteringunrealt0000busb_g2n6.pdf
Mastering Unreal Technology, Volume II : Advanced Level Design Concepts with Unreal Engine 3 Jason Busby, Zak Parrish, Jeff Wilson, David Owens Sams Publishing, Pearson Education (US), [N.p.], 2009
Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 is your start-to-finish guide to state-of-the-art Unreal Tournament 3 modding and level design. Here's everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! Your authors aren't just the world's #1 Unreal game development trainers: They've built the training mods that shipped with Unreal Tournament. Now, working with the full cooperation of Unreal Engine 3's creators, Epic Games, they introduce innovative, pro-quality techniques you'll find nowhere else: outstanding solutions for everything from particle effects to physics, materials to cinematics. Packed with tips, hands-on tutorials, and expert insight, Mastering Unreal Technology, Volume II will help you take Unreal Tournament 3 and Unreal Engine 3 to the limit...and then blow right by it! You'll find expert tips on Creating advanced materials that leverage the full power of UnrealEd's Material Editor Bringing levels to life with objects affected by gravity, collisions, and player influence Creating fire, smoke, sparks, and more with Unreal Engine 3's particle effects system Building custom user interfaces, including Heads-Up Displays (HUDs) that update constantly Using SoundCues to mix, modulate, crossfade, and attenuate sounds Generating real-time camera-based effects, including depth of field, motion blur, and color adjustment Using post process effects to quickly transform a scene's look and feel without changing existing materials or textures Animating characters and vehicles that move with unprecedented realism Creating in-game cinematics that develop your characters and move your story forward
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英语 [en] · PDF · 55.0MB · 2009 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17485.863
zlib/no-category/Michael Lynch, Adrian Earle/Surviving Game School...and the Game Industry After That_23233317.pdf
Surviving game school ... and the game industry after that Michael Lynch, Adrian Earle, Diana Nguyen A K Peters/CRC Press, CRC Press (Unlimited), Boca Raton, FL, 2018
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.Key Features:What you can expect from a top college Game Design Program, from an experienced college professorWhat to expect while working in the games industry, from 25-year veteran game developer.How to find an industry job after gaining a relevant college degreeHow to build and maintain a satisfying career in the games industry
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英语 [en] · PDF · 3.4MB · 2018 · 📗 未知类型的图书 · 🚀/zlib · Save
base score: 11068.0, final score: 17485.332
lgli/Derek Breen - Designing Digital Games (2016, John Wiley & Sons).pdf
Designing Digital Games: Create Games with Scratch! (Dummies Junior) Breen, Derek John Wiley & Sons, Incorporated, Dummies junior, Hoboken, NJ, 2016
Is your child a designer at heart? Help them apply their design skills to video game design using Scratch and this book! This book introduces simple programming concepts over the course of three projects a child can follow to create a video game. The projects use the free Scratch platform, which can be downloaded from the web or accessed in a browser.
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英语 [en] · PDF · 58.6MB · 2016 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 17484.756
ia/programminggames0000dwye.pdf
PROGRAMMING GAMES WITH MICROSOFT, VISUAL BASIC 6.0 Catherine Dwyer, Jeanine Meyer, Catherine Dwyer COURSE TECHNOLOGY GENGAGE LEARNING, Boston, MA, Massachusetts, 2001
<p><p>are You Looking For A New Way To Challenge Your Students With Visual Basic 6.0? Try Programming Games With Visual Basic 6.0. Students Will Learn Important Programming Concepts While Creating, Fun Thought-provoking Games Like Minesweeper, Hangman, And Memory. This Book Is A Perfect Companion To Zak's Best Selling Title, Programming With Microsoft Visual Basic 6.0 And Ekedahl/newman's, Programing With Microsoft Visual Basic 6.0, An Object-oriented Approach.<br></p>
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英语 [en] · PDF · 18.1MB · 2001 · 📗 未知类型的图书 · 🚀/duxiu/ia · Save
base score: 11068.0, final score: 17484.756
lgli/Chuck Gaffney - iOS 9 Game Development Essentials (2015, Packt Publishing).rtf
iOS 9 game development essentials : design, build, and publishing an iOS game from scratch using the stunning features of iOS 9 Gaffney, Chuck Packt Publishing, Limited, Community experience distilled, Online-Ausg, Birmingham, UK, 2015
<p>Design, build, and publish an iOS game from scratch using the stunning features of iOS 9<br></p><p>About This Book<br></p><ul> <li>Create storyboards in Xcode from concept to code and design </li> <li>Chalk out your game's overall navigation and structure </li> <li>Work with 2D and 3D game development tools </li></ul><p>Who This Book Is For<br></p><p>This book is intended for game developers who wish to develop 2D and 3D games for iPhone and iPad. If you are a developer from another platform, or game engine such as Android or Unity, a current iOS developer wishing to learn more about Swift and the latest features of iOS 9, or even if you are new to game development, then this book is for you. Some prior programming knowledge is recommended, but not required.<br></p><p>What You Will Learn<br></p><ul> <li>Familiarise yourself with both basic and advanced Swift game development code </li> <li>Understand the structure and flow of a typical iOS app </li> <li>Work with the SpriteKit framework to make 2D games, sprites, and overlays </li> <li>Discover 3D game development with SceneKit </li> <li>Visually design levels and game assets with XCode 7's latest features </li> <li>Explore the concept of component-based structuring with iOS 9's Gameplaykit </li> <li>Beta test and publish your game with iTunes Connect </li></ul><p>In Detail<br></p><p>Game development has always been a combination of programming and art, and mobile game development is no exception to this rule. The iOS platform has been both a staple in the ever-growing mobile game market, as well as a launching point for many game developers (hobby and career-wise). The features and frameworks available in iOS 9 continue to cater to the synergy of design and computer engineering, using tools that allow developers to take a game idea from concept to application in record time.<br></p><p>Whether you are new to iOS and game development as a whole, or are an experienced programmer wanting to learn the latest features of the platform, iOS 9 Game Development Essentials will provide you with crucial insight into this widely used platform.<br></p><p>Starting with the Swift programming language, this book gets the ball rolling with code concepts and game-centric code samples right from the get-go, giving you get a solid understanding of Apple's cutting-edge programming language. The book takes you through iOS game development concepts and introduces the various frameworks that allow you to develop robust, reusable, and intelligent game components in both 2D and 3D game environments.<br></p><p>Style and approach<br></p><p>This book is a step-by-step guide into the code and concepts of iOS apps. Each chapter contains diagrams that showcase the features of the platform, along with code samples from Apple and code samples exclusive to this book.<br></p>
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英语 [en] · RTF · 12.7MB · 2015 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11053.0, final score: 17484.738
nexusstc/Motivated Reinforcement Learning: Curious Characters for Multiuser Games/87aadddf89c90fdc6f097b9bd780e7eb.pdf
Motivated Reinforcement Learning : Curious Characters for Multiuser Games Kathryn Merrick, Mary Lou Maher (auth.) Springer-Verlag Berlin Heidelberg, 1st ed., New York, New York State, 2009
Motivated learning is an emerging research field in artificial intelligence and cognitive modelling. Computational models of motivation extend reinforcement learning to adaptive, multitask learning in complex, dynamic environments – the goal being to understand how machines can develop new skills and achieve goals that were not predefined by human engineers. In particular, this book describes how motivated reinforcement learning agents can be used in computer games for the design of non-player characters that can adapt their behaviour in response to unexpected changes in their environment. This book covers the design, application and evaluation of computational models of motivation in reinforcement learning. The authors start with overviews of motivation and reinforcement learning, then describe models for motivated reinforcement learning. The performance of these models is demonstrated by applications in simulated game scenarios and a live, open-ended virtual world. Researchers in artificial intelligence, machine learning and artificial life will benefit from this book, as will practitioners working on complex, dynamic systems – in particular multiuser, online games.
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英语 [en] · PDF · 10.7MB · 2009 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/scihub/zlib · Save
base score: 11065.0, final score: 17484.684
lgli/D:\!genesis\library.nu\b2\_50779.b257befad4531debfb0edf1d61e5d0c3.pdf
Racing the Beam: The Atari Video Computer System (Platform Studies) Nick Montfort; Ian Bogost; NetLibrary, Inc The MIT Press, Platform studies, Cambridge, MA, Massachusetts, 2009
"Racing The Beam" is a book on a delicious subject that suffers from serving multiple masters. Who is the target demographic here - is it the technogeek enthusiast? Or the Wired cultural sociologist? Maybe it's the Retro Gamer reader who has fond memories of the VCS platform and is looking for a bit of behind-the-scenes action. Authors Nick Monforst and Ian Bogost, whom seem to be hewing to the publisher's adage that every equation cuts your book sales in half, do the reader no favors by leaving out such appendix gold as a memory/register map of the VCS and something along the lines of a brief "Hello World" code example. Sound, which is the other half of the equation, gets even shorter shrift - if the hardware supposedly can't synthesize a chromatic scale in tune, how did later programmers like Synthcart's Paul Slocum get around this? One of the book's problems is that the authors try to make the book seem timely by trying to force connections between its vintage software biopics and such breathtakingly unrelated modern titles as World Of Warcraft, Grand Theft Auto, and Tony Hawk Pro Skater. It's almost like the publisher was feeling nervous that nobody of college age could relate to such early games, which is a shame given that the stories are all fascinating in their own right. And on the hardware side, while the Apple II and C-64 get brief nods why are no comparisons drawn between the Atari VCS and Jay Miner's later designs incl. the Atari 400, 800 and Amiga? And what were the specs of the Mattel Intellivision anyway, seeing as how it gets mentioned so often as the VCS's main rival? Any reader old enough to remember this hardware as a wood-grain box is probably going to have a few comments bordering on the personal, but let's keep things short. Am I the only person wondering why the rather staid VCS game "Adventure" got such over-the-top respect while Exidy's more refined (and clearly related) 1981 arcade game "Venture" goes unmentioned? How was Video Chess able to perform move lookahead with nearly no stack? And why was the story behind the most important sidescroller ever to be ported, Defender, ignored almost entirely? That said, I loved very minute spent reading this and look forward to seeing more from the "Platform Studies" series. And I bet you will too. Only next time around - more pictures!
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英语 [en] · PDF · 1.2MB · 2009 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11065.0, final score: 17484.307
ia/actionarcadeadve00grub.pdf
Action Arcade Adventure Set: The Best Way to Create Action Arcade Games in C Diana Gruber; IDG Books Worldwide, Inc Scottsdale, Ariz.: Coriolis Group ; [Foster City, Calif.]: Distributed by IDG Books, Scottsdale, Ariz, [Foster City, Calif.], Arizona, 1994
This book/disk set provides C programmers with everything they need to create their own action arcade games. Action Arcade Adventures reveals the real secrets of game development not found anywhere else. The disk includes an amazing game engine, complete game editor, full source code for an action arcade game, and a high-performance graphics library.
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英语 [en] · PDF · 27.4MB · 1994 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17484.219
ia/javagameprogramm00hold.pdf
Java Game Programming For Dummies by Wayne Holder and Doug Bell IDG Books Worldwide, --For dummies, Foster City, CA, California, 1998
Online game design just got easier with <i>Java Game Programming For Dummies,</i> your all-in-one reference guide to writing cool, cutting-edge Internet games. <p><i>Java Game Programming For Dummies</i> guides new and veteran game designers alike through the nuts and bolts of creating fun, user-friendly games that can be played across the World Wide Web. From your first basic Java applets to sophisticated techniques for advanced 3-D texture-mapping, animation, maze generation, and collision detection, this handy, plain-speaking reference book gives you the tools and tricks you need in order to write professional-quality Java-based games.</p> <p>Plus, the valuable bonus CD-ROM includes the Java Development Kit (a bare-bones developing environment for creating Java programs); various sound utilities for creating, tweaking, and converting sounds to Java-supported formats; all the games, Java code, and applets found in the book (and several more exclusively on CD); and five bonus chapters on the fundamentals of programming with Java.</p>
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英语 [en] · PDF · 18.6MB · 1998 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17483.717
lgli/Micheal Lanham - Hands-On Deep Learning for Games (2019, pakt).pdf
Hands-On Deep Learning for Games : Leverage the Power of Neural Networks and Reinforcement Learning to Build Intelligent Games Lanham, Michael Packt Publishing, Limited, 1st ed, Erscheinungsort nicht ermittelbar, 2019
Understand the core concepts of deep learning and deep reinforcement learning by applying them to develop games Key Features Apply the power of deep learning to complex reasoning tasks by building a Game AI Exploit the most recent developments in machine learning and AI for building smart games Implement deep learning models and neural networks with Python Book Description The number of applications of deep learning and neural networks has multiplied in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition and self-driving cars. Game development is also a key area where these techniques are being applied. This book will give an in depth view of the potential of deep learning and neural networks in game development. We will take a look at the foundations of multi-layer perceptron's to using convolutional and recurrent networks. In applications from GANs that create music or textures to self-driving cars and chatbots. Then we introduce deep reinforcement learning through the multi-armed bandit problem and other OpenAI Gym environments. As we progress through the book we will gain insights about DRL techniques such as Motivated Reinforcement Learning with Curiosity and Curriculum Learning. We also take a closer look at deep reinforcement learning and in particular the Unity ML-Agents toolkit. By the end of the book, we will look at how to apply DRL and the ML-Agents toolkit to enhance, test and automate your games or simulations. Finally, we will cover your possible next steps and possible areas for future learning. What you will learn Learn the foundations of neural networks and deep learning. Use advanced neural network architectures in applications to create music, textures, self driving cars and chatbots. Understand the basics of reinforcement and DRL and how to apply it to solve a variety of problems. Working with Unity ML-Agents toolkit and how to install, setup and run the kit. Understand core concepts of DRL and the differences between discrete and continuous action environments. Use several advanced forms of learning in various scenarios from developing agents to testing games. Who this book is for This books is for game developers who wish to create highly interactive games by leveraging the power of machine and deep learning. No prior knowledge of machine learning, deep learning or neural networks is required this book will teach those concepts from scratch. A good understanding of Python is required.
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英语 [en] · PDF · 21.5MB · 2019 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 17483.717
upload/misc/ThoseBooks/No Category/No Category/Gideros Mobile Game Development (9781849696708, 2013)/Gideros-Mobile-Game-Development-2013-Arturs-Sosins(ThoseBooks).epub
Gideros Mobile Game Development : a practical guide to develop exciting cross-platform mobile games with Gideros Gideros Packt Publishing, Limited, Packt Publishing, Birmingham, UK, 2013
With Gideros you can develop games for both iOS and Android faster and more simply. This book shows you how with a real-life project you undertake yourself. All that's required is a little familiarity with Lua. Overview In Detail Have you ever had an interesting idea for a mobile game? Have you ever wanted to jump on the mobile app bandwagon? Developing a mobile game has never been so fun and easy, and with the vast amount of smartphone users, it may also become a profitable thing to do. Gideros is a Lua-based framework that facilitates effortless native iOS and Android application development along with hardware acceleration. Gideros also comes with a built-in box2D physics engine and extended memory management features to make mobile game development a breeze. Gideros Mobile Game Development shows you how to develop an original and exciting game in Gideros, helping you create your very first project and guiding you through the configuration of settings and assets to help you target devices with different resolutions. This book teaches you everything you need to know about Gideros, from installing Gideros on your operating system to creating and efficiently managing your Gideros projects and creating your very first game, all with the help of well explained examples. You will learn how to quickly create game prototypes in Gideros, how to test and set up projects to automatically target devices with different resolutions, and how to polish your prototype with animations, sounds, tweens, and even physics to create your very first cross-platform game. By the end of this book, you will have learned everything you need to create visually stunning physics and exciting cross-platform games using Gideros. What you will learn from this book Approach This book is a detailed guide to create and deploy mobile games on multiple mobile platforms with an emphasis on practical examples that help you learn how to make your own games quickly and efficiently. Who this book is written for This book is for developers who are new to mobile game development or who have tried the native development of mobile games and want a simpler, faster tool that can support a wide variety of platforms and devices. Readers are expected to be at least partially familiar with the Lua game scripting language that Gideros uses for its scripts.
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英语 [en] · EPUB · 1.9MB · 2013 · 📘 非小说类图书 · 🚀/lgli/upload · Save
base score: 11065.0, final score: 17483.717
lgli/Desconocido - Cutting Edge Java Game Programming - Table of Contents.azw3
Cutting Edge Java Game Programming - Table of Contents Neil Bartlett; Steve Simkin; Chris Stranc Coriolis Group, LLC, The, 10th edition, 1996
"The quickest and easiest way to create exciting, interactive games for the Web"--P. [4] of cover. Cd-Rom includes royalty-free source code, Java game development tools, etc.
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英语 [en] · AZW3 · 2.5MB · 1996 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11058.0, final score: 17483.7
ia/microsoftxnagame0000cawo_u1x4.pdf
Microsoft XNA Game Studio Creator's Guide, Second Edition Stephen Cawood; Pat McGee McGraw-Hill/Osborne ; McGraw-Hill [distributor, McGraw Hill LLC Professional Division, New York, 2009
Bring your PC, Zune, and Xbox gaming visions to life with Microsoft XNA Game Studio Develop complete 2D and 3D games with step-by-step hands-on instruction, advice, and tips from two industry professionals. Fully revised to cover the latest features, Microsoft XNA Game Studio Creator's Guide, Second Edition lays out the essentials of game programming alongside exciting examples and C# code samples. Learn how to create 3D models, virtual worlds, and add stunning animation. You'll also discover how to incorporate 3D audio into your projects and handle PC and game controller input devices. Create, draw, and update XNA game windows and 3D objects Add dazzling animation and fluid character motion Render photorealistic terrains, landscapes, skies, and horizons Program custom lighting and shading effects using HLSL Integrate sound effects, game dashboards, and stat tracking Work with game cameras, keyframes, sprites, and loaders Design natural collision detection, ballistics, and particle effects Develop, import, and control Quake II models using MilkShape
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英语 [en] · PDF · 30.3MB · 2009 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17483.7
nexusstc/Building a 3D Game with LibGDX/87ea2b37523b1df7fa6062257b94c19b.pdf
Building a 3D game with LibGDX : learn how to build an exciting 3D game with LibGDX from scratch Sebastian Di Giuseppe, Andreas Kruhlmann, Elmar Van Rijnswou Packt Publishing, Limited, Packt Publishing, Birmingham, UK, 2016
Key Features * Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. * Write, test, and debug your application on your desktop and deploy them on multiple platforms. * Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Book Description LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX’s 3D rendering API main features and talk about the camera used for 3D. Followed by which you will build a basic 3D game with Shapes, including Basic gameplay mechanics and Basic UI. Next you will go through Modeling, Rigging, and Animation in Blender. The book will then talk about refining mechanics, new input implementations, implementing Enemy 3D models, mechanics, and gameplay balancing. The later part of the book will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on different platforms. What you will learn * Setup libgdx project on Intellij IDEA * Explore the perspective Camera used in the game. * Learn basic 3D mechanics Bullet Physics API, Scene2D and implementing 3D shapes * Load and managing game assets * Implement 3D models with animations, bones (rigs), and textures. * Manage and implement sound effects and Background music. * Recognize, test and deploy the game across platforms. About the Author **Sebastian Di Giuseppe** started back in 2011 with Java Game Development and Native Android Development. With a huge passion, he spent a lot of time learning the different areas of game development, exploring on programming areas, and creating prototypes of all kinds for several platforms. With a good plan on improvement while having a full time job as an Android Developer, he also spends a lot of time on the forum java-gaming.org learning and making contacts. He joined forces with a graphic designer and a musician to peruse more professional tasks, and updates on their work which led him to meet a team of developers called who called themselves Deeep Games. With them, he made a step up and also learned Project and Product Management. With time, he joined and consulted other game development teams on management and processes. Seba now works as a full time Project and Product Manager and you can see him hangout on the Indie Game Developers facebook group posting updates on prototypes, ideas, or recruiting for future projects. You can follow Seba in his LinkedIn profile at https://ar.linkedin.com/in/sebadigiuseppe or his facebook profile at https://www.facebook.com/sebastian.digiuseppe.54.
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英语 [en] · PDF · 38.3MB · 2016 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11065.0, final score: 17483.7
ia/createcomputerga0000mcca.pdf
Create Computer Games : Design and Build Your Own Game Patrick McCabe Wiley & Sons, Incorporated, John; For Dummies, John Wiley & Sons, Inc. (trade), Hoboken, NJ, 2018
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code – build some basic knowledge of how computer code drives videogames Get animated – create simple graphics and learn how to put them in motion Update a classic – put your knowledge together to put your modern twist on a classic game
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英语 [en] · PDF · 18.0MB · 2018 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17483.7
lgli/D:\!genesis\library.nu\b0\_104708.b0185bbdc8876eaeb5aa9f3a0dd04c81.pdf
Essential XNA Game Studio 2.0 Programming Jim Perry, Allen Sherrod, Jim Perry Jones & Bartlett Learning, 1, PS, 2008
"Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL). Learn how to: Build an input system to receive events from devices. Use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game. Design difficulty systems to tailor your game to players with different skill levels. Create a multiplayer game using the networking features of the XNA Framework. Implement an achievement system to provide incentive for continued play of your game."--Resource description page
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英语 [en] · PDF · 2.5MB · 2008 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11065.0, final score: 17483.668
upload/misc/Y9EgLx762wKqWqG7nloH/Books/Gentoomen Library/Computer History/Racing_the_Beam_-_The_Atari_Video_Computer_System.pdf
Racing the Beam: The Atari Video Computer System (Platform Studies) Nick Montfort; Ian Bogost; NetLibrary, Inc The MIT Press, Platform studies, Cambridge, MA, Massachusetts, 2009
"Racing The Beam" is a book on a delicious subject that suffers from serving multiple masters. Who is the target demographic here - is it the technogeek enthusiast? Or the Wired cultural sociologist? Maybe it's the Retro Gamer reader who has fond memories of the VCS platform and is looking for a bit of behind-the-scenes action. Authors Nick Monforst and Ian Bogost, whom seem to be hewing to the publisher's adage that every equation cuts your book sales in half, do the reader no favors by leaving out such appendix gold as a memory/register map of the VCS and something along the lines of a brief "Hello World" code example. Sound, which is the other half of the equation, gets even shorter shrift - if the hardware supposedly can't synthesize a chromatic scale in tune, how did later programmers like Synthcart's Paul Slocum get around this? One of the book's problems is that the authors try to make the book seem timely by trying to force connections between its vintage software biopics and such breathtakingly unrelated modern titles as World Of Warcraft, Grand Theft Auto, and Tony Hawk Pro Skater. It's almost like the publisher was feeling nervous that nobody of college age could relate to such early games, which is a shame given that the stories are all fascinating in their own right. And on the hardware side, while the Apple II and C-64 get brief nods why are no comparisons drawn between the Atari VCS and Jay Miner's later designs incl. the Atari 400, 800 and Amiga? And what were the specs of the Mattel Intellivision anyway, seeing as how it gets mentioned so often as the VCS's main rival? Any reader old enough to remember this hardware as a wood-grain box is probably going to have a few comments bordering on the personal, but let's keep things short. Am I the only person wondering why the rather staid VCS game "Adventure" got such over-the-top respect while Exidy's more refined (and clearly related) 1981 arcade game "Venture" goes unmentioned? How was Video Chess able to perform move lookahead with nearly no stack? And why was the story behind the most important sidescroller ever to be ported, Defender, ignored almost entirely? That said, I loved very minute spent reading this and look forward to seeing more from the "Platform Studies" series. And I bet you will too. Only next time around - more pictures!
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英语 [en] · PDF · 2.2MB · 2009 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/upload/zlib · Save
base score: 11065.0, final score: 17483.035
upload/bibliotik/0_Other/2/2008 Wendy Despain[ED] - Professional Techniques for Video Game Writing_Rebol.pdf
Professional Techniques for Video Game Writing Despain, Wendy; A K Peters/CRC Press, EBL-Schweitzer, Online-ausg, Hoboken, 2008
Front Cover; Table of Contents; Preface; Chapter 1. How to Break In and Stay In; Chapter 2. Interactive Script Formatting; Chapter 3. Writing Pitch Docs and Exec Docs; Chapter 4. Game Documentation Guide; Chapter 5. Manuals, In-Game Text, and Credits; Chapter 6. Narrative Design; Chapter 7. Game Writing at a Distance (aka Game Writing under Contract); Chapter 8. Writing in a Team; Chapter 9. Getting the Work Done; Chapter 10. Writing for All Audiences; Chapter 11. Writers in the Recording Studio; Chapter 12. Writing Tutorials, or Press Start. . . to Start; Chapter 13. Writing Strategy Guides. Chapter 14. Writing for New IPChapter 15. Script Doctoring; Chapter 16. Game Writing and Narrative in the Future; Appendix A. Script Samples for Chapter 2; Appendix B. Script Samples for Chapter 3; Appendix C. Script Samples for Chapter 9; Appendix D. Script Samples for Chapter 11; Author Bios; Back Cover. This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It includes exercises and writing samples; additional writing samples are available from the book's website.
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英语 [en] · PDF · 2.6MB · 2008 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/upload/zlib · Save
base score: 11065.0, final score: 17482.803
lgli/Nitish Misra; [Misra, Nitish] - Learning Unreal Engine Android Game Development [Misra 2015-07-31] (2015, Packt Publishing).pdf
Learning Unreal Engine Android game development : tap into the power of Unreal Engine 4 and create exciting games for the Android platform Misra, Nitish Packt Publishing Limited : [distributor] Bertrams : [distributor] Ingram Book Company, Misra 2015-07-31, 2015
Tap into the power of Unreal Engine 4 and create exciting games for the Android platform
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英语 [en] · PDF · 20.8MB · 2015 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11068.0, final score: 17482.803
ia/mathematicsfor3d0000leng_v9f6.pdf
Mathematics for 3D Game Programming & Computer Graphics (Game Development Series (Charles River Media).) Lengyel, Eric Hingham, Mass.: Charles River Media, Game development series (Charles River Media), Hingham, Mass, Massachusetts, 2002
This Resource Illustrates The Mathematics That A Game Programmer Would Need To Develop A Professional-quality 3d Engine. The Book Starts At A Fairly Basic Level In Each Of Several Areas Such As Vector Geometry, Modern Algebra, And Physics, And Then Progresses To Somewhat More Advanced Topics. Particular Attention Is Given To Derivations Of Key Results, Ensuring That The Reader Is Not Forced To Endure Gaps In The Theory.
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英语 [en] · PDF · 17.3MB · 2002 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17482.803
ia/cuttingedge3dgam0000dego.pdf
Cutting-edge : 3D game programming with C++ De Goes, John Scottsdale, AZ: Coriolis Group, Scottsdale, AZ, Arizona, 1996
"If you've been looking for detailed, advanced information on creating computer games with 3D animation, and want to learn from the pros, all you need is <i>Cutting-Edge 3D Game Programming with C++</i>. Complete with a CD-ROM full of game programming tools, <i>Cutting-Edge 3D Game Programming with C++</i> covers all the hottest techniques, including 3D morphing, digital sound effects, and collision detection. This is the only book that delves into the advanced game programming techniques that make the difference between an "admirable effort" and a top-notch blockbuster. Master game programmer John De Goes gives you all the information and tools you need to create your own spectacular 3D games."<br> <br> Reveals closely-guarded secrets of professional game programmers.<br> "Discusses 3D animation techniques, including examples and screen shots."<br> Covers flat-shaded polygons, 3D coordinates and transformations, light-sourced polygons, and texture mapping. <br> Offers inside information on the incredibly fast hidden surface removal used in games like Doom.<br> "Provides information on 3D gaming as it relates to Windows 95. "<br> Gives instruction on digital sound effects, 3D collision detection, and realistic 3D landscapes.<br> Contains a detailed appendix that addresses popular graphics utilities, from paint programs to 3D renderers, both commercial and shareware.<br> "<b>CD-ROM</b> includes: - Source code - Commercial games that use the techniques presented in the text - 3D game programming tools and demos"<br> <br> <b>John De Goes</b> (Billings, MT) is a freelance C/C++ programmer who specializes in 3D game and game engine design. He has been programming since the days of theCommodore 64. As associate sysop of the CompuServe Game Developers' Forum, he has contributed information on game techniques to programmers around the world, and has written numerous articles about game development. <p>Complete with a CD-ROM full of game-programming tools, this package covers all the hottest 3D game programming techniques, including 3D morphing, digital sound effects, collision detection, and more. The authors also reveal advanced techniques that make the difference between an "admirable effort" and a top-notch blockbuster. </p>
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英语 [en] · PDF · 28.9MB · 1996 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17482.803
nexusstc/Game Writing Handbook/c2e417d48eb479e0bed4930abb08fb16.pdf
Game Writing Handbook (Charles River Media Game Development) (Charles River Media Game Development) Rafael Chandler Cengage Learning, Game development series (Charles River Media (Firm)), 1st ed, Boston, Mass, ©2007
<p><P>This practical guide is ideal for anyone interested in learning how to write scripts and stories for video games, particularly movie writers and fiction authors. It is also intended to instruct current video game writers and designers about how to be more effective in collaborating with the developers, programmers, level designers, designers, musicians, concept artists, producers, and directors. It details how important writing a good story is, and provides practical information about designing storylines, creating characters, and writing dialogue. The book offers field-tested techniques for organizing data, formatting documents, and presenting information. It outlines a framework for guiding the creative process, and features spreadsheets, checklists, document templates, and dozens of examples of screenplays. In addition, it teaches the nuts-and-bolts facts about the process of writing a game, along with details on the day-to-day work of a writer, from concept to ship date. Each chapter is accompanied by from-the-trenches interviews with experienced game writers and designers.</p>
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英语 [en] · PDF · 154.5MB · 2007 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11065.0, final score: 17482.803
lgli/Desconocido - Paul Gerrard Radia M Johnson Mastering Scientific Computing With R Packt Publishing 2015 (2015, ).azw3
Paul Gerrard Radia M Johnson Mastering Scientific Computing With R Packt Publishing 2015 Paul Gerrard, Radia M. Johnson Packt Publishing, Limited, Packt Publishing, Birmingham, England, 2015
Key FeaturesBook DescriptionWhat you will learnMaster data management in RPerform hypothesis tests using both parametric and nonparametric methodsUnderstand how to perform statistical modeling using linear methodsModel nonlinear relationships in data with kernel density methodsUse matrix operations to improve coding productivityUtilize the observed data to model unobserved variablesDeal with missing data using multiple imputationsSimplify highdimensional data using principal components, singular value decomposition, and factor analysisWho this book is forIf you want to learn how to quantitatively answer scientific questions for practical purposes using the powerful R language and the open source R tool ecosystem, this book is ideal for you. It is ideally suited for scientists who understand scientific concepts, know a little R, and want to be able to start applying R to be able to answer empirical scientific questions. Some R exposure is helpful, but not compulsory.
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英语 [en] · 西班牙语 [es] · AZW3 · 3.7MB · 2015 · 📘 非小说类图书 · 🚀/lgli/zlib · Save
base score: 11058.0, final score: 17482.803
ia/gamedesignworksh0000full.pdf
Game Design Workshop: Designing, Prototyping, and Playtesting Games (Gama Network Series) (Gama Network Series) Tracy Fullerton; Christopher Swain; Steven S Hoffman CRC Press, CRC Press (Unlimited), San Francisco, Calif, 2004
<p>As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games.<br> <br> Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.</p>
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英语 [en] · PDF · 27.0MB · 2004 · 📗 未知类型的图书 · 🚀/ia · Save
base score: 11068.0, final score: 17482.803
lgli/K:\_add\!woodhead\!woodhead1\crc\Real Sound Synthesis for Interactive Applications.pdf
Real Sound Synthesis for Interactive Applications Cook, Perry R CRC Press, Taylor & Francis Group, Boca Raton, FL, 2015
Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and traini
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英语 [en] · PDF · 105.9MB · 2015 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
base score: 11065.0, final score: 17482.787
upload/misc/ThoseBooks/Computers & Technology/Programming/Game Programming Using QT (9781782168874, 2016)/9781782168874(1).mobi
Game Programming Using Qt: Beginner's Guide: A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets Witold Wysota, Lorenz Haas Packt Publishing, Limited, 1st edition, 2016
A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets Key BenefitsLearn to create simple 2D to complex 3D graphics and games using all possible tools and widgets available for game development in QtUnderstand technologies such as QML, Qt Quick, OpenGL, and Qt Creator, and learn the best practices to use them to design gamesLearn Qt with the help of many sample games introduced step-by-step in each chapter
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英语 [en] · MOBI · 13.2MB · 2016 · 📗 未知类型的图书 · 🚀/upload/zlib · Save
base score: 11058.0, final score: 17482.787
upload/bibliotik/U/Unreal Engine Game Development Cookbook - John P. Doran (Packt Publishing, 2015).mobi
Unreal Engine Game Development Cookbook : Over 40 Recipes to Accelerate the Process of Learning Game Design and Solving Development Problems Using Unreal Engine John P. Doran (Packt Publishing, 2015) Packt Publishing, Limited, Packt Publishing, Birmingham, UK, 2015
<p>Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine<br></p><p>About This Book<br></p><ul> <li>Explore the quickest way to tackle common challenges faced in Unreal Engine </li> <li>Create your own content, levels, light scenes, and materials, and work with Blueprints and C++ scripting </li> <li>An intermediate, fast-paced Unreal Engine guide with targeted recipes to design games within its framework </li></ul><p>Who This Book Is For<br></p><p>This book is for those who are relatively experienced with Unreal Engine 4 and have knowledge of its fundamentals. Working knowledge of C++ is required.<br></p><p>What You Will Learn<br></p><ul> <li>Discover editor functionalities for an in-depth insight into game design </li> <li>Develop environments using terrain for outdoor areas and a workflow for interiors as well using brushes </li> <li>Design various kinds of materials with unique features, such as mirrors and glows </li> <li>Explore the various ways that lighting can be used in the engine </li> <li>Build various level effects using Blueprints, Unreal's visual scripting system </li> <li>Set up a development environment and develop custom functionality with C++ for your games </li> <li>Create healthbars and main menus with animations using Slate, Unreal's UI solution, through the UMG Editor </li> <li>Package and create an installer to get your project out into the world </li></ul><p>In Detail<br></p><p>Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering.<br></p><p>This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you'll learn Blueprint scripting and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published.<br></p><p>Style and approach<br></p><p>This book offers detailed, easy-to-follow recipes that will help you master a wide range of Unreal Engine 4's features. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more.<br></p>
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英语 [en] · MOBI · 86.9MB · 2015 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/upload/zlib · Save
base score: 11055.0, final score: 17482.787
upload/misc/ThoseBooks/Computers & Technology/Programming/Buildbox 2.x Game Development (9781786460301, 2016)/9781786460301(2).mobi
Buildbox 2.x game development : build rich, high production value mobile games and distribute them across different platforms with Buildbox Unknown Packt Publishing, Limited, Packt Publishing, Birmingham, 2016
About This BookCreate captivating 2D & 2.5D (isometric) video games for all platformsLeverage Buildbox to monetize and prepare your games for distributionThis step-by-step tutorial will get you generating complex and media rich games with no coding experienceWho This Book Is ForThis book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required.What You Will LearnCreate the illusion of a 3D background in your game using parallaxAdd advanced controls and obstacles to your gamesDevelop assets (graphic and audio) for the Buildbox engineDesign games based on the capabilities and limitations of Buildbox and their target platformsCompile and distribute video games on various channels, such as Apple App Store, Google Play Store, the Mac App Store and SteamOptimize your games to get the absolute best quality within platform restrictionsConquer common issues experienced with Buildbox developmentIn DetailBuildbox is an'any skill level'development platform that enables users with no coding experience to develop video games. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry), all using the same graphic user interface.Using an example as a tutorial, we will explain the driving principles of Buildbox, and you'll see how you can implement these principles to develop games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you dive in to creating your first video game. You will actually have a playable level ('world') by the end of the second chapter.Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called'Ramblin'Rover.'All along the way, you will see how certain functions could be used in tandem to create other types of games, aiming to spark your imagination. We will follow the principles and process of monetization through ads and in-game rewards.Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create.
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英语 [en] · MOBI · 74.6MB · 2016 · 📗 未知类型的图书 · 🚀/upload/zlib · Save
base score: 11058.0, final score: 17482.787
upload/newsarch_ebooks/2017/09/10/1780173644.epub
Computational Thinking : a beginner's guide to problem-solving and programming Karl Beecher BCS Learning & Development Limited; BCS, The Chartered Institute for IT; BCS, Swindon, England, 2017
Computational thinking is a timeless, transferable skill that enables you to think more clearly and logically, as well as a way to solve specific problems. Beginning with the core ideas of computational thinking, with this book you'll build up an understanding of the practical problem-solving approach and explore how computational thinking aids good practice in programming, complete with a full guided example. About the Author Karl Beecher is an author and software developer. Before moving into academia, Karl worked as a software engineer and in 2009, he was awarded a PhD in Computer Science. He worked at the Free University of Berlin before returning to industry to co-found Endocode, an IT services firm. In 2014 Karl published his first book, Brown Dogs and Barbers.
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英语 [en] · EPUB · 36.6MB · 2017 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/upload/zlib · Save
base score: 11065.0, final score: 17482.787
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