Clockwork Game Design


Published in: Google Books > Computers > Fighting Games | Published on 27/Sep/2021 00:13

136 pages , CRC Press , 2015-05-15
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this un...[Read More]



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WebGL: Up and Running Building 3D Graphics for the Web


Published in: Google Books > Computers > Racing Games | Published on 20/Sep/2021 10:15

230 pages , "O'Reilly Media, Inc." , 2012-08-07
Get a quick introduction to WebGL, the new standard for 3D rendering on the Web and a member of HTML5’s family of technologies. With this hands-on guide, you’ll learn essential WebGL development and production concepts, using the JavaScript 3D engine Three.js. At the end of the book, you’ll put everything together and...[Read More]



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Unity for Android Game Projects


Published in: Google Books > Computers > Racing Games | Published on 20/Sep/2021 06:31

300 pages , Apress , 2016-12-28
Have you ever wanted to create your own fast-paced 3D mobile games? Unity for Android Game Projects is an intermediate guide to building games on the Android platform using Unity. The book uses a strong, project-based focus to bring you through the development process with three finished game projects under your belt at the end. Unity for ...[Read More]



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General Game Playing


Published in: Google Books > Computers > Play Games | Published on 19/Sep/2021 22:55

229 pages , Morgan & Claypool Publishers , 2014-03-01
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance f...[Read More]



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An Extreme Tagging System as a Game With a Purpose


Published in: Google Books > Computers > Racing Games | Published on 19/Sep/2021 20:01

86 pages , GRIN Verlag , 2012-09-27
Master's Thesis from the year 2012 in the subject Computer Science - Software, grade: 2,3, Free University of Berlin (Institut für Informatik), language: English, abstract: This thesis proposes a way to contribute to the data generation process for the Semantic Web. It picks up the idea of Extreme Tagging Systems (ETS), which are an e...[Read More]



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Motivated Reinforcement Learning Curious Characters for Multiuser Games


Published in: Google Books > Computers > Educational Games | Published on 13/Sep/2021 15:55

206 pages , Springer Science & Business Media , 2009-06-12
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 go...[Read More]



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Subconscious Learning via Games and Social Media


Published in: Google Books > Computers > Educational Games | Published on 13/Sep/2021 00:32

152 pages , Springer , 2015-05-04
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances...[Read More]



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Video Game Art


Published in: Google Books > Computers > Zombie Games | Published on 13/Sep/2021 00:00

319 pages , Editions Assouline , 2005
Explores the art and design of video games and discusses the new medium's relationships to traditional art and design forms.



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The Game Production Handbook


Published in: Google Books > Computers > Fighting Games | Published on 06/Sep/2021 09:36

420 pages , 2006
The Game Production Handbook is a practical reference to the ins-and-outs of the game production process. It explains how to organize pre-production, production, testing, and final phases of game development, and it provides useful techniques for organizing and scheduling sub-projects, such as motion capture and voiceover shoots. Throughout the book there is an ...[Read More]



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Mastering Android Game Development with Unity


Published in: Google Books > Computers > Fighting Games | Published on 06/Sep/2021 08:44

352 pages , Packt Publishing Ltd , 2017-05-25
Create enthralling Android games with Unity Faster Than Ever Before About This Book Develop complex Android games with the help of Unity's advanced features such as artificial intelligence, high-end physics, and GUI transformations. Create amazing Graphical User Interfaces (GUIs) with Unity's new uGUI system Unravel and deplo...[Read More]



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Entertainment Computing - ICEC 2006 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings


Published in: Google Books > Computers > Multiplayer Games | Published on 30/Aug/2021 22:39

420 pages , Springer , 2006-10-01
This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural...[Read More]



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Theory of Fun for Game Design


Published in: Google Books > Computers > Multiplayer Games | Published on 30/Aug/2021 11:06

300 pages , "O'Reilly Media, Inc." , 2013-11-08
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun a...[Read More]



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