Starting Out with Games & Graphics in C++


Author: Tony Gaddis
Publisher: Addison-Wesley
ISBN: 9780133128079
Category: Computers
Page: 575
View: 4866

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This book helps beginning students understand the important details necessary to become skilled programmers at an introductory level. Gaddis motivates the study of both programming skills and the C programming language by presenting all the details needed to understand the how and the why -but never losing sight of the fact that most beginners struggle with this material. His approach is both gradual and highly accessible, ensuring that students understand the logic behind developing high-quality programs. This book covers the essentials of programming for a novice using the C language. This edition has been completely revised to provide students with more knowledge of standard C , while retaining the interesting examples and exercises that students latch on to.

Creative Minds, Charmed Lives

Interviews at Institute for Mathematical Sciences, National University of Singapore
Author: Yu Kiang Leong
Publisher: World Scientific
ISBN: 9814317586
Category: Mathematics
Page: 333
View: 5398

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This book features interviews of 38 eminent mathematicians and mathematical scientists who were invited to participate in the programs of the Institute for Mathematical Sciences, National University of Singapore. Originally published in its newsletter Imprints from 2003 to 2009, these interviews give a fascinating and insightful glimpse into the passion driving some of the most creative minds in modern research in pure mathematics, applied mathematics, statistics, economics and engineering. The reader is drawn into a panorama of the past and present development of some of the ideas that have revolutionized modern science and mathematics. This book should be relevant to those who are interested in the history and psychology of ideas. It should provide motivation, inspiration and guidance to students who aspire to do research and to beginning researchers who are looking for career niches. For those who wish to be broadly educated, it is informative without delving into excessive technical details and is, at the same time, thought provoking enough to arouse their curiosity to learn more about the world around them.

Fun Inc.: Why Gaming Will Dominate the Twenty-First Century


Author: Tom Chatfield
Publisher: Pegasus Books
ISBN: 1681770245
Category: Games & Activities
Page: 272
View: 2415

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“An ambitious overview of the videogaming industry, from its beginning to today’s immersive online games.”—Wall Street Journal Despite the recession, video games continue to break records—and command unprecedented amounts of media coverage. The U.S. is the world’s biggest video games market and manufacturer, with a market now worth over $20 billion annually in software and hardware sales—more than quadruple its size in the mid 1990s. World of Warcraft now boasts over 11 million players worldwide, and over $1 billion per year in revenues. Gaming is flourishing as a career and a creative industry as well. 254 U.S. colleges and universities in 37 states now offer courses and degrees in computer and video game design, programming and art. Video games are increasingly for everyone: 68% of American households now play computer or video games, while the average game player is 35 years old and has been playing games for twelve years. Against the popular image, too, 43% of online U.S. game players are female. The U.S. military alone now spends around $6 billion a year on virtual and simulated training programs, based around video games and virtual worlds. The budgets for developing the biggest games can now top the $100 million mark and are snapping up some of the biggest names in film—from Stephen Spielberg to Peter Jackson.

Plague Inc Game Guide

Best tips, tricks and Strategy guide to wipe out the entire world
Author: Pham Hoang Minh
Publisher: HM's book
ISBN: N.A
Category:
Page: 42
View: 8508

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Ndemic Creations new strategy game is one that comes with a simple objective. As a fledgling pathogen, one that initially starts life ill-equipped to do anything but migrate from one sneeze to another, it is your job to make humanity go the way of the Dodos. No one is to be left alive. It's a strangely unnerving venture. When you first start up the game, you'll be delivered on a rather realistic-looking world map. From there, you'll then be called upon to select a country of origin before you're permitted to patiently Incubate within the unsuspecting inhabitants. As you begin infecting more and more individuals, your pool of DNA points (it's the currency utilized by unicellular fiends, you see) will slowly Increase. As you might have guessed already, that's where the magic start. A tap on the menu button labeled 'Disease' will lead you to an overview of your little menace. There are three areas in which you can spend your DNA points: transmission (Want to be the new avian flu? No problem!), symptoms (Yes, you can turn your unfortunate victims into tumor-riddled, paranoid lepers if you want to.) and abilities (In general, this is where you go to do things like increase your resistance to the cold and effectiveness against rich people's hypochondria). Each time you 'evolve' a new attribute, you'll be able to unlock further elements within that tree. Purchasing the 'sneezing' symptom, for example, will eventually allow you to Incite total organ failure. If you want to succeed when playing this game, make sure that you go through the following Plague Inc. Strategy as well as apply the detailed Plague Inc. tips.

Coping with Random Acts of Violence


Author: Rich Mintzer
Publisher: The Rosen Publishing Group, Inc
ISBN: 9780823944835
Category: Juvenile Nonfiction
Page: 112
View: 9803

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Violence, especially the one that comes unexpectedly and senselessly, has existed since the dawn of time. While it is unfortunately a part of everyday life, steps can be taken to deal and prevent future acts from happening. This book allows the reader to understand the nature of random violence, recognizing the symptoms of a potential act, dealing with peer pressure and gangs, and how to prevent future outbreaks.

Entrepreneurship, Creativity & Organization

Text, Cases & Readings
Author: John J. Kao
Publisher: Pearson College Division
ISBN: 9780132830119
Category: Business & Economics
Page: 543
View: 9766

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Cutting edge combination of text, Harvard cases, and readings. First text to examine entrepreneurship from behavioral and organizational perspectives.

Beginning C++ Game Programming


Author: John Horton
Publisher: Packt Publishing Ltd
ISBN: 1786467771
Category: Computers
Page: 520
View: 8297

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Learn C++ from scratch and get started building your very own games About This Book This book offers a fun way to learn modern C++ programming while building exciting 2D games This beginner-friendly guide offers a fast-paced but engaging approach to game development Dive headfirst into building a wide variety of desktop games that gradually increase in complexity It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively Who This Book Is For This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations. What You Will Learn Get to know C++ from scratch while simultaneously learning game building Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game. Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files Get ready to go and build your own unique games! In Detail This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more. Style and approach This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.

Advanced Android 4 Games


Author: Vladimir Silva
Publisher: Apress
ISBN: 1430240601
Category: Computers
Page: 280
View: 6417

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"Wolfenstein 3D"-like and "Doom"-like game apps are some of the classic Android games presented in the original edition of this book. Since their release, Android has progressed with the debut of Android 4.0, adding better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, and much more to the Android game app development repertoire. Multi-touch code gives these games and their players dynamic input and exchange ability, for a more realistic arcade game experience. Faster and better performance offers game players a more seamless, fun arcade experience like never before on Android. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting both productive and efficient with gains in app performance. With actionable real-world source, Advanced Android 4 Games shows you how to build more sophisticated and addictive Android games, harnessing the power of these recent advancements. Coverage of the new UI, UX, multi-touch and multi-tasking features available with Android 4.0. Learn other techniques for improving the game playing experience including Wi-Fi tethering, better multi-tasking, new and better streaming Web video using WebM, and more. By combining the elegant object-oriented features of Java and the raw power of C, there is no limit to the types of games that you can build for the platform, such as the "Quake 3D"-like game app case study in this book. You'll definitely have fun, and perhaps you'll even make some money. Enjoy!

Pro Android Games


Author: Vladimir Silva
Publisher: Apress
ISBN: 1430247983
Category: Computers
Page: 412
View: 8056

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In the last few years, Android has progressed with the debut of better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, improved battery management techniques, and now Google TV Android Apps for the Android game app developer repertoire. With actionable real-world source, Pro Android Games, Second Edition shows you how to build more sophisticated and addictive Android games, by leveraging the power of these recent advancements found in the new Android Jelly Beans development platform as well as those you've counted on in earlier releases. Multi-touch code gives these games and their players dynamic input and exchange ability, for a more realistic arcade game experience. Faster and better performance offers game players a more seamless, fun arcade experience like never before on Android. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting both productive and efficient with gains in app performance. *** NOTE: This book published previously as Advanced Android 4 Games. This edition covers game development for all Android SDK versions up to Jelly Bean / Android SDK 4.1. Pro Android Games, Second Edition features the following improvements: Updates to the latest version of the Android SDK, NKD, plus the latest Eclipse IDE. Greater focus on tablets the ever changing device resolutions, and hardware specs. Native game development and hardware accelerated graphics. Bigger and Better Real World Engines, such as Quake I and II Plus an oldie from the previous edition: Doom Coverage of the new smart TV APIs (Google TV), UI, UX, multi-touch and multi-tasking features available with Android Jelly Bean. A look into the future with augmented reality Advanced techniques for improving your game playing experience including better multi-tasking, improved performance optimization, battery management and more. A "Quake 3D"-like game app case study You’ll definitely have fun, and perhaps you’ll even make some money. Enjoy!

The Sega Arcade Revolution

A History in 62 Games
Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476631964
Category: Games & Activities
Page: 310
View: 6274

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 Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid–1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega’s most popular and groundbreaking games are explored.

CryENGINE Game Programming with C++, C#, and Lua


Author: Filip Lundgren,Ruan Pearce-Authers
Publisher: Packt Publishing Ltd
ISBN: 1849695911
Category: Computers
Page: 276
View: 4110

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This book provides you with step-by-step exercises covering the various systems of CryENGINE and comprehensively explains their workings in a way that can be easily understood by readers of any skill level to help you develop your very own CryENGINE games.This book is intended for developers looking to harness the power of CryENGINE, providing a good grounding in how to use the engine to its full potential. The book assumes basic knowledge of the engine and its editor in non-programming areas.

Game Development Patterns and Best Practices


Author: John P. Doran,Matt Casanova
Publisher: Packt Publishing Ltd
ISBN: 178712696X
Category: Computers
Page: 394
View: 9434

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Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

Character Design for Mobile Devices


Author: NFGMan
Publisher: Gulf Professional Publishing
ISBN: 9780240808086
Category: Computers
Page: 191
View: 6380

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Mobile gaming on cell phones and portable consoles is a huge business, and many characters have become design icons. However, the physical limitations of these small screens, and the technological challenges of different gaming platforms, mean that designers have had to become experts at creating characters with just a few points of light. Creating art for these devices is a completely different process than used when creating art for highly sophisticated 3D games. The difference between pixel art and art created for 3D games is two-fold: there are practical considerations that must be addressed as well as aesthetic considerations. This book will cover both subjects as well as examining the evolution of gaming graphics--explaining the significance of the changes we've seen in game artistry and what we can learn from examining successful icons and graphics created in the past. Character Design for Mobile Devices looks at the techniques, the inspiration, the technologies, and the creative challenges behind designing characters with only a few pixels at your disposal. Filled with: *Practical and inspirational tutorials that enable you to clearly understand the processes involved in creating art for mobile devices *Timely and inspirational information *Features over 400 full-color images to inspire and instruct

Making a Game Demo

From Concept to Demo Gold
Author: Chad Gregory Walker,Eric Walker,Jani Kajala
Publisher: Wordware Publishing, Inc.
ISBN: 1556220480
Category: Computers
Page: 400
View: 5570

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Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo.Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking.The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!

Making Great Games

An Insider's Guide to Designing and Developing the World's Greatest Games
Author: Michael Thornton Wyman
Publisher: Taylor & Francis
ISBN: 1136132376
Category: Art
Page: 234
View: 4469

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Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Learning Objective-C by Developing iPhone Games


Author: Amy M. Booker,Joseph D. Walters
Publisher: Packt Publishing Ltd
ISBN: 184969611X
Category: Computers
Page: 284
View: 630

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Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games. If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.