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61. | By: Katherine Isbister; Noah Schaffer Publisher: Focal Press Publication Date: 12-AUG-2008 Insert Date: 25-FEB-2012 Slots: 1.0 | Overview: Game Usability
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending...
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62. | Building HTML5 Games with ImpactJS By: Jesse Freeman Publisher: O'Reilly Media, Inc. Publication Date: 15-FEB-2012 Insert Date: 23-FEB-2012 Slots: 1.0 | Overview: Building HTML5 Games with ImpactJS Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn step-by-step how to create a real 2D game from start to finish. In the process, you’ll use Impact, the JavaScript game framework that works with HTML5’s Canvas element....
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63. | By: Nick Iuppa; Terry Borst Publisher: Focal Press Publication Date: 01-DEC-2009 Insert Date: 31-JAN-2012 Slots: 1.0 | Overview: End-to-End Game Development You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all...
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64. | Artificial Intelligence for Games, 2nd Edition By: Ian Millington; John Funge Publisher: Focal Press Publication Date: 06-AUG-2009 Insert Date: 31-JAN-2012 Slots: 1.0 | Overview: Artificial Intelligence for Games, 2nd Edition
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a...
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65. | Creating 3D Game Art for the iPhone with Unity By: Wes McDermott Publisher: Focal Press Publication Date: 12-OCT-2010 Insert Date: 28-JAN-2012 Slots: 1.0 | Overview: Creating 3D Game Art for the iPhone with Unity Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple’s iDevices easier, and more fun for artists. From concept to completion you’ll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development. Follow the creation of "Tater," a character from the author's personal game project "Dead...
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66. | By: Gregory Trefry Publisher: Focal Press Publication Date: 26-JAN-2010 Insert Date: 28-JAN-2012 Slots: 1.0 | Overview: Casual Game Design
From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and...
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67. | Beginning iOS Game Development By: Patrick Alessi Publisher: Wrox Publication Date: 20-DEC-2011 Insert Date: 19-JAN-2012 Slots: 1.0 | Overview: Beginning iOS Game Development
Get in the game and start building games for the iPhone or iPad!
Whether you only have a little experience with iOS programming or even none at all, this accessible guide is ideal for getting started developing games for the iPhone and iPad. Experienced developer and author Patrick Alessi presents the iOS system architecture, gives you the step-by-step of game development, and introduces the languages used to develop games. From the basic building blocks to including drawing, responding to user interaction, animation, and sound, this book provides a one-stop-shop for getting your game up...
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68. | By: Thibault Imbert Publisher: O'Reilly Media, Inc. Publication Date: 12-JAN-2012 Insert Date: 13-JAN-2012 Slots: 0.0 | Overview: Introducing Starling Starling is an ActionScript 3 2D framework developed on top of the Stage3D APIs (available on desktop in Flash Player 11 and Adobe AIR 3). Starling is mainly designed for game development, but could be used for many other use cases. Starling makes it possible to write fast GPU accelerated applications without having to touch the low-level Stage3D APIs....
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69. | Foundation Game Design with ActionScript 3.0, Second Edition By: Rex van der Spuy Publisher: friends of ED Publication Date: 11-JAN-2012 Insert Date: 13-JAN-2012 Slots: 1.0 | Overview: Foundation Game Design with ActionScript 3.0, Second Edition
In response to the success of the first edition of Foundation Game Design with Flash,
Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.
We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if you've minimal multimedia or programming experience, through a...
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70. | Game Physics Engine Development, 2nd Edition By: Ian Millington Publisher: Focal Press Publication Date: 23-JUL-2010 Insert Date: 06-JAN-2012 Slots: 1.0 | Overview: Game Physics Engine Development, 2nd Edition
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different...
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71. | The Game Developer’s Dictionary: A Multidisciplinary Lexicon for Professionals and Students By: Dan Carreker Publisher: Course Technology PTR Publication Date: 10-JAN-2012 Insert Date: 31-DEC-2011 Slots: 1.0 | Overview: The Game Developer’s Dictionary: A Multidisciplinary Lexicon for Professionals and Students
The Game Developer's Dictionary: A Multidisciplinary Lexicon for Professionals and Students provides an extensive collection of terms and definitions for the game development field. Covering game art, design, programming, production, writing, and sound, terms are categorized by field so that entries can be accessed quickly and easily. Readers will find the dictionary a practical and useful guide to understanding how terms and phrases are used within other disciplines as it is written with the assumption that the readers has no familiarity with any one particular field. The Game Developer's...
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72. | By: Vladimir Silva Publisher: Apress Publication Date: 20-DEC-2011 Insert Date: 30-DEC-2011 Slots: 1.0 | Overview: Advanced Android 4 Games
"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...
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73. | Practical Android 4 Games Development By: J. F. DiMarzio Publisher: Apress Publication Date: 19-DEC-2011 Insert Date: 28-DEC-2011 Slots: 1.0 | Overview: Practical Android 4 Games Development
Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more.
The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well...
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74. | XNA 4.0 Game Development by Example Visual Basic Edition By: Kurt Jaegers; Publisher: Packt Publishing Publication Date: 23-DEC-2011 Insert Date: 28-DEC-2011 Slots: 1.0 | Overview: XNA 4.0 Game Development by Example Visual Basic Edition
"Create your own exciting games with Visual Basic and Microsoft XNA 4.0 with this book and ebook
Visual Basic edition of Kurt Jaegers' XNA 4.0 Game Development by Example. The first book to target Visual Basic developers who want to develop games with the XNA framework
Dive headfirst into game creation with Visual Basic and the XNA Framework
Four different styles of games comprising a puzzler, space shooter, multi-axis shoot 'em up, and a jump-and-run platformer
Games that gradually increase in complexity to cover a wide variety of game development techniques
Focuses...
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75. | By: Kyle Roche Publisher: Apress Publication Date: 14-DEC-2011 Insert Date: 27-DEC-2011 Slots: 1.0 | Overview: Pro iOS 5 Augmented Reality
Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go.
Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and...
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76. | Unity 3.xGame Development Essentials By: Will Goldstone; Publisher: Packt Publishing Publication Date: 20-DEC-2011 Insert Date: 27-DEC-2011 Slots: 1.0 | Overview: Unity 3.xGame Development Essentials
"Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! with this book and ebook
Kick start your game development, and build ready-to-play 3D games with ease.
Understand key concepts in game design including scripting, physics, instantiation, particle effects, and more.
Test & optimize your game to perfection with essential tips-and-tricks.
Written in clear, plain English, this book takes you from a simple prototype through to a complete 3D game with concepts you’ll reuse throughout your new career as a game...
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77. | By: Alan Thorn Publisher: Course Technology PTR Publication Date: 30-DEC-2011 Insert Date: 21-DEC-2011 Slots: 1.0 | Overview: UDK™ Game Development
These days, the games industry is a multi-billion-dollar business. In this competitive marketplace, developers seek to gain an advantage over the competition by using ready-made, third-party tools and engines that enable them to quickly design high-powered games. One such tool is the Unreal Development Kit, or UDK, created by Epic Games. With the freely downloadable UDK, game developers can turn their existing graphics, sounds, ideas, concepts, and plans into fully working and cohesive games. UDKâ„¢ GAME DEVELOPMENT is written with newcomers to the UDK in mind. It is arranged so that each of...
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78. | By: Karen Schrier; David Gibson Publisher: IGI Global Publication Date: 31-DEC-2010 Insert Date: 21-DEC-2011 Slots: 1.0 | Overview: Designing Games for Ethics Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula....
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79. | Unreal Development Kit Game Programming with UnrealScript By: Rachel Cordone; Publisher: Packt Publishing Publication Date: 15-DEC-2011 Insert Date: 21-DEC-2011 Slots: 1.0 | Overview: Unreal Development Kit Game Programming with UnrealScript
"Create games beyond your imagination with the Unreal Development Kit
Dive into game programming with UnrealScript by creating a working example game.
Learn how the Unreal Development Kit is organized and how to quickly set up your own projects.
Recognize and fix crashes and other errors that come up during a game's development.
A practical beginner's guide with fresh, fun writing that keeps you engaged as you learn game programming with UnrealScript
In Detail
Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with...
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80. | By: Todd Moore Publisher: O'Reilly Media, Inc. Publication Date: 21-DEC-2011 Insert Date: 20-DEC-2011 Slots: 1.0 | Overview: Tap, Move, Shake Got a great game idea? This complete do-it-yourself guide shows you how to make your game idea a reality for the iPhone and iPad. By developing a real game hands-on through the course of this book, you’ll get a thorough introduction to Xcode and Objective-C, while learning how to implement game logic, sophisticated graphics, game physics, sounds, and computer AI....
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