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HTML5 Game Development from the Ground Up with Construct 2

HTML5 Game Development from the Ground Up with Construct 2

Written for the new generation of hobbyists and aspiring game developers HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author‘s research and teaching experiences at DigiPen Institute of Technology James Cook University and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up being able to play any game critically and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author‘s own published game Turky on the Run. Lastly the book discusses different ways to deploy and monetize games across several platforms including Facebook iOS Android and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author‘s website. Integrating hands-on guidance with theoretical game design concepts this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

GBP 175.00
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Game Audio Programming 2 Principles and Practices

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro 2 Collected Wisdom of Game AI Professionals

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips tricks and techniques for artificial intelligence (AI) in games drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge advice hard-earned wisdom and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book 47 expert developers and researchers have come together to bring you their newest advances in game AI along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews while intermediate to expert professional game developers will find focused deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games with topics applicable to almost any gameTouches on most if not all of the topics necessary to get started in game AIProvides real-life case studies of game AI in published commercial gamesGives in-depth technical solutions from some of the industry’s best-known gamesIncludes downloadable demos and/or source code available at http://www. gameaipro. com | Game AI Pro 2 Collected Wisdom of Game AI Professionals

GBP 68.99
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Wearing Gauss’s Jersey

The Presidential Election Game

Topics in Graph Theory Graphs and Their Cartesian Product

Interactive Data Visualization Foundations Techniques and Applications Second Edition

Interactive Data Visualization Foundations Techniques and Applications Second Edition

An Updated Guide to the Visualization of Data for Designers Users and ResearchersInteractive Data Visualization: Foundations Techniques and Applications Second Edition provides all the theory details and tools necessary to build visualizations and systems involving the visualization of data. In color throughout it explains basic terminology and concepts algorithmic and software engineering issues and commonly used techniques and high-level algorithms. Full source code is provided for completing implementations. New to the Second EditionNew related readings exercises and programming projects Better quality figures and numerous new figuresNew chapter on techniques for time-oriented dataThis popular book continues to explore the fundamental components of the visualization process from the data to the human viewer. For developers the book offers guidance on designing effective visualizations using methods derived from human perception graphical design art and usability analysis. For practitioners it shows how various public and commercial visualization systems are used to solve specific problems in diverse domains. For researchers the text describes emerging technology and hot topics in development at academic and industrial centers today. Each chapter presents several types of exercises including review questions and problems that motivate readers to build on the material covered and design alternate approaches to solving a problem. In addition programming projects encourage readers to perform a range of tasks from the simple implementation of algorithms to the extension of algorithms and programming techniques. Web ResourceA supplementary website includes downloadable software tools and example data sets enabling hands-on experience with the techniques covered in the text. The site also offers links to useful data repositories and data file formats an up-to-date listing of software packages and vendors and instructional tools such as reading lists lecture slides and demonstration programs. | Interactive Data Visualization Foundations Techniques and Applications Second Edition

GBP 44.99
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Train Your Brain A Year's Worth of Puzzles

TriMathlon A Workout Beyond the School Curriculum

Misteaks. . . and how to find them before the teacher does. . . A Calculus Supplement 3rd Edition

Learn to Code with Games

Algebra Groups Rings and Fields

Learning C# Programming with Unity 3D second edition

Game Development and Simulation with Unreal Technology Second Edition

GBP 59.99
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Surviving Game School...and the Game Industry After That

Educational Game Design Fundamentals A Journey to Creating Intrinsically Motivating Learning Experiences

The Complete Guide to Blender Graphics Computer Modeling and Animation: Volume One

The Complete Guide to Blender Graphics Computer Modeling and Animation: Volume One

BlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging Particles Real World Physics Simulation Sculpting Video Editing with Motion Tracking and 2D Animation within the 3D Environment. Blender is FREE to download and use by anyone for anything. The Complete Guide to Blender Graphics: Computer Modeling and Animation Eighth Edition is a unified manual describing the operation of the program updated with reference to the Graphical User Interface for Blender Version 3. 2. 2 including additional material covering Blender Assets Geometry Nodes and Non-Linear Animation. Divided into a two-volume set the book introduces the program’s Graphical User Interface and shows how to implement tools for modeling and animating characters and created scenes with the application of color texture and special lighting effects. Key Features: The book provides instruction for New Users starting at the very beginning Instruction is presented in a series of chapters incorporating visual reference to the program's interface The initial chapters are designed to instruct the user in the operation of the program while introducing and demonstrating interesting features of the program Chapters are developed in a building block fashion providing forward and reverse reference to relevant material Both volumes are available in a discounted set which can also be purchased together with Blender 2D Animation: The Complete Guide to the Grease Pencil. | The Complete Guide to Blender Graphics Computer Modeling and Animation: Volume One

GBP 52.99
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Fundamentals of Computer Graphics

Joyful Infographics A Friendly Human Approach to Data

Foundations of Physically Based Modeling and Animation

Foundations of Physically Based Modeling and Animation

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films visual effects and computer games. By describing the underlying physical principles and then creating simulations based on these principles these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques enabling them to master what they need to know in order to understand and create their own animationsEmphasizes the underlying concepts of the field and is not tied to any particular software package language or API. Develops concepts in mathematics physics numerical methods and software design in a highly integrated way enhancing both motivation and understanding. Progressively develops the material over the book starting from very basic techniques and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation. | Foundations of Physically Based Modeling and Animation

GBP 46.99
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Data Sketches A journey of imagination exploration and beautiful data visualizations

Data Sketches A journey of imagination exploration and beautiful data visualizations

In Data Sketches Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes – from the Olympics to Presidents & Royals and from Movies to Myths & Legends – each pair of visualizations explores different technologies and forms blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate behind-the-scenes account of all 24 projects and shares the authors’ personal notes and drafts every step of the way. The book features: Detailed information on data gathering sketching and coding data visualizations for the web with screenshots of works-in-progress and reproductions from the authors’ notebooks Never-before-published technical write-ups with beginner-friendly explanations of core data visualization concepts Practical lessons based on the data and design challenges overcome during each project Full-color pages showcasing all 24 final data visualizations This book is perfect for anyone interested or working in data visualization and information design and especially those who want to take their work to the next level and are inspired by unique and compelling data-driven storytelling. | Data Sketches A journey of imagination exploration and beautiful data visualizations

GBP 39.99
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Pixel Art for Game Developers

Pixel Art for Game Developers

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software it focuses on the universal principles of the craft. The book provides an introduction to Pixel Art its utility foundational elements and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development. Gamers love the retro feel of Pixel Art and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials both of which describe the process explicitly. Whether you are an artist programmer indie developer or certified public accountant after reading this book you'll understand the steps necessary to create production-quality Pixel Art graphics. Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It‘s frankly shocking that there hasn‘t been a resource like this before . a very timely book. Chris Totten George Mason University Washington DC USA

GBP 180.00
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Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11 including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library covering resources pipeline details and multithreaded rendering. Building upon this material the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3. codeplex. comBy analyzing when to use various tools and the tradeoffs between different implementations this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key FeaturesPresents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithmsExplains each of the major components of the Direct3D 11 libraryShows how Direct3D 11 can be used in a variety of real-world situationsProvides source code and sample programs on a supplementary website

GBP 46.99
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