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2D Game Development with Unity

2D Game Development with Unity

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 including 2D game development prefabs cameras animation character controllers lighting and sound. Includes a step-by-step introduction to Unity 2019. 3. Extensive coverage of GIMP Audacity and MuseScore for the creation of 2D graphics sound effects and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio an independent game development and music studio in Sunnyvale California. He started his career in game programming in 1982 at Atari Games Inc. where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters where he designed and coded games including Rampart and Championship Pool for the NES and SNES and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 he founded Actual Entertainment publisher and developer of the Gubble video game series. He has a B. Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author game developer accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender. | 2D Game Development with Unity

GBP 56.99
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Chef's Guide to Charcuterie

Game Audio Programming 3: Principles and Practices

Game Audio Programming 3: Principles and Practices

Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG RTS FPS etc. ) and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games so they are all very practical and immediately applicable. There are chapters about split-screen audio dynamic music improvisation dynamic mixing ambiences DSPs and more. This book continues the tradition of collecting modern up-to-date knowledge and wisdom about game audio programming. So whether you’ve been a game audio programmer for one year or ten years or even if you’ve just been assigned the task and are trying to figure out what it’s all about this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples math and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London Bioshock 2 The Sims 4 and Torchlight 3 as well as smaller titles like Minion Master Tales from the Borderlands and Game of Thrones. Guy has also given several talks at the Game Developer Conference the Audio Developer Conference and CppCon. When he’s not programming or writing game audio programming books he can be found at home reading playing video games and playing the flute. | Game Audio Programming 3: Principles and Practices

GBP 56.99
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Understanding Blockchain and Cryptocurrencies A Primer for Implementing and Developing Blockchain Projects

Understanding Blockchain and Cryptocurrencies A Primer for Implementing and Developing Blockchain Projects

Whether you are a project manager looking to lead blockchain projects a developer who would like to create blockchain-based applications or a student with an interest this book will provide you with the foundational understanding that you need. You have probably noticed that blockchains are growing in popularity. Governments are investigating Digital Currencies supply chains are adopting Digital Ledgers games makers and artists are developing NFTs (Non-Fungible Tokens) and new use-cases are emerging regularly. With such growth many people will find themselves needing to understand how these technologies work. There will be new project teams with technical leads managing blockchain projects and developers creating distributed applications. This book is great for them as it explains the concepts on which blockchain technologies are based in simple terms. We will discuss and explain topics such as hashing Merkle trees nodes mining proof of work and proof of stake consensus mechanisms encryption vulnerabilities and much more. The structures and principles described will be relevant for developers and managers alike and will be demonstrated through relevant examples throughout the text. If you are looking to understand this exciting new technology this is the book for you. | Understanding Blockchain and Cryptocurrencies A Primer for Implementing and Developing Blockchain Projects

GBP 48.99
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Passion and Play A Guide to Designing Sexual Content in Games

GBP 48.99
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Indwelling Neural Implants Strategies for Contending with the In Vivo Environment

Indwelling Neural Implants Strategies for Contending with the In Vivo Environment

Despite enormous advances made in the development of external effector prosthetics over the last quarter century significant questions remain especially those concerning signal degradation that occurs with chronically implanted neuroelectrodes. Offering contributions from pioneering researchers in neuroprosthetics and tissue repair Indwelling Neural Implants: Strategies for Contending with the In Vivo Environment examines many of these challenges paying particular attention to how the healing of tissues surrounding an implant can impact the intended use of a device. The contributions are divided into four sections · Part one examines wound healing from the initial insertion trauma through the inflammatory and repair process explaining how the action of healing varies throughout different areas of the body. · Part two considers various performance issues specific to particular implant components including those that arise from the chemical mechanical thermal and electrical impact on surrounding tissues. It discusses challenges that result from chronic tissue stimulation and heat effects that occur with on-chip and telemetric processing. · Part three presents both in vitro and in vivo approaches to assessing wound healing response to materials. It includes the contribution of the developer of a chronic hollow fiber membrane implant who explains how an in vivo model is used to assess molecular transport in brain tissue surrounding the implant. · The final section evaluates molecular and materials strategies for intervening in CNS wound repair and enhancing the electrical communication between the electrode surface and the surrounding tissue. It also presents novel approaches to nerve regeneration and repair. | Indwelling Neural Implants Strategies for Contending with the In Vivo Environment

GBP 59.99
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Game Audio Programming Principles and Practices

Game Audio Programming Principles and Practices

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise so it is written in a manner that is accessible to beginners while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise CRI ADX2 and FMOD Studio); advanced topics including Open Sound Control Vector-Based Amplitude Panning and Dynamic Game Data; and more! Whether you’re an audio programmer looking for new techniques an up-and-coming game developer looking for an area to focus on or just the one who got saddled with the audio code this book has something for you. Cutting-edge advanced game audio programming concepts with examples from real games and audio enginesIncludes perspectives of both audio programmers and sound designers on working and communicating togetherCoverage not just on game audio engine design but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer | Game Audio Programming Principles and Practices

GBP 44.99
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Photovoltaic System Design Procedures Tools and Applications

Photovoltaic System Design Procedures Tools and Applications

Introducing a Reliable Green Technology That Can Help Improve System PerformanceSolely centered on photovoltaic (PV) system sizing and the tools used for PV system analysis and design Photovoltaic System Design: Procedures Tools and Applications emphasizes the importance of using solar PV technologies for a number of end-use applications and examines growing interest in solar PV-based projects on a global scale. Written for the system designer/project developer/manufacturer dedicated to correctly sizing a PV system the book outlines various aspects of PV technology applications and programs. It describes key attributes system design requirements influence on climatic and site-specific parameters utilization of simulation procedures and expected performance. The author includes actual case studies for system designing procedures adopted by various companies and provides a framework for working through both direct and indirect variables under the actual system designing phase. A vital resource essential to your collection this book: Touches upon the role of renewable energy technologies in a holistic energy scenario Makes a clear categorization of off-grid and on-grid PV applications and discusses advantages and limitationsConsiders the potential of solar radiation availability Introduces PV system sizing procedures via the modern use of simulation softwaresPresents an analysis of actual PV power plant sites when designed via the use of simulation softwareDetermines the weak links in a PV systemBrings out the importance of capacity building initiatives vis-à-vis the available range of PV simulation software tools and proceduresPhotovoltaic System Design: Procedures Tools and Applications provides a clear understanding of the issues that can affect the operation and smooth running of PV facilities and aids in determining photovoltaic system sizing procedures from a variety of end-use considerations. The book encompasses civil mechanical electrical geotechnical and power systems engineering and is useful to industry professionals involved in solar power plant design. | Photovoltaic System Design Procedures Tools and Applications

GBP 44.99
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Exploring Roguelike Games

Exploring Roguelike Games

Since 1980 in-the-know computer gamers have been enthralled by the unpredictable random and incredibly deep gameplay of Rogue and those games inspired by it known to fans as roguelikes. For decades this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters) high difficulty and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting the ways to get started playing them the history of the genre and more. It includes interviews playthroughs and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue Angband NetHack Dungeon Crawl Stone Soup ADOM and Brogue The lost roguelikes Super Rogue and XRogue and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn DoomRL HyperRogue Incursion and Dungeon Hack Rogue-ish games that blur the edges of the genre including Spelunky HyperRogue ToeJam & Earl Defense of the Oasis Out There and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro) Rodain Joubert (Desktop Dungeons) Josh Ge (Cogmind) Dr. Thomas Biskup (ADOM) and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University. | Exploring Roguelike Games

GBP 44.99
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Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games exploring the issues and solutions within game development studio management event planning and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard how studios can support inclusive practices and events can actively become more accessible to a diverse audience. Key Features • Explores the history of diversity in games • Provides important information around what it is like to be a marginalized person in the industry • Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games co-chair of the IGDA LGBTQ+ special interest group and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media and for the next five years she followed her interest in writing about representations of mental health diversity and particularly sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author she is co-chair of the IGDA LGBTQ+ special interest group and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists. | Cooperative Gaming Diversity in the Games Industry and How to Cultivate Inclusion

GBP 35.99
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Enterprise Wireless Local Area Network Architectures and Technologies

Enterprise Wireless Local Area Network Architectures and Technologies

This book has been written with the support of Huawei's large accumulation of technical knowledge and experience in the WLAN field as well as its understanding of customer service requirements. First the book covers service challenges facing enterprise wireless networks along with detailing the latest evolution of Wi-Fi standards air interface performance and methods for improving user experience in enterprise scenarios. Furthermore it illustrates typical networking planning and scenario-specific design for enterprise WLANs and provides readers with a comprehensive understanding of enterprise WLAN planning design and technical implementation as well as suggestions for deployment. This is a practical and easy-to-understand guide to WLAN design and is written for WLAN technical support and planning engineers network administrators and enthusiasts of network technology. Authors Rihai Wu is Chief Architect of Huawei's campus network WLAN solution with 16 years of experience in wireless communications product design and a wealth of expertise in network design and product development. He previously served as a designer and developer of products for Wideband Code Division Multiple Access (WCDMA) LTE indoor small cells and WLAN. Xun Yang is a WLAN standard expert from Huawei. He has nine years of experience in formulating WLAN standards and previously served as 802. 11ac Secretary 802. 11ah PHY Ad-hoc Co-chair and 802. 11ax MU Ad Hoc Sub Group Co-chair. Mr. Yang oversees technical research the promotion of standards and industrialization in the WLAN field and has filed more than 100 patents. Xia Zhou is a documentation engineer of Huawei's campus network WLAN solution. She has 10 years of experience in creating documents for campus network products. Ms. Zhou was previously in charge of writing manuals for Huawei data center switches WLAN products and campus network solutions. She is also the author of Campus Network Solution Deployment Guide and was a co-sponsor of technical sessions such as WLAN from Basics to Proficiency. Yibo Wang is a documentation engineer of Huawei's campus network WLAN solution. He has nine years of experience in creating documents for campus network products. Mr. Wang was previously in charge of writing manuals for Huawei switches WLAN products and routers. He was also a co-sponsor of technical sessions such as WLAN from Basics to Proficiency and HCIA-WLAN certification training courses. | Enterprise Wireless Local Area Network Architectures and Technologies

GBP 44.99
1

The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth this book is a must read. – Paul Baldwin Curve Digital The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read. – Graham Smith Co-Founder of DrinkBox Studios This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry. – Scott Drader Co-Founder of Metalhead Software There’s nothing like The Business of Indie Games taught in school. You learn how to make a game but not how to conduct business market and launch a game. This book dives into topics that every indie developer should know. – Yukon Wainczak Founder of Snoozy Kazoo I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games including those of us looking to engage the community. – Carla Warner Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games there are few classes that equip students with the skills to sell their own product. In essence this means future indie game developers are not equipped to talk to investors negotiate with publishers and engage with major platforms like Steam and Nintendo. Authors Alex Josef Alex Van Lepp and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines negotiation tactics and marketing The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games. | The Business of Indie Games Everything You Need to Know to Conquer the Indie Games Industry

GBP 46.99
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Mining Haul Roads Theory and Practice

Mining Haul Roads Theory and Practice

Mining haul roads are a critical component of surface mining infrastructure and the performance of these roads has a direct impact on operational efficiency costs and safety. A significant proportion of a mine’s cost is associated with material haulage and well-designed and managed roads contribute directly to reductions in cycle times fuel burn tyre costs and overall cost per tonne hauled and critically underpin a safe transport system. The first comprehensive treatise on mining haul road design construction operation and management Mining Haul Roads – Theory and Practice presents an authoritative compendium of worldwide experience and state-of-the-art practices developed and applied over the last 25 years by the three authors over three continents and many of the world’s leading surface mining operations. In this book the authors: Introduce the four design components of an integrated design methodology for mining haul roads – geometric (including drainage) structural functional and maintenance management Illustrate how mine planning constraints inform road design requirements Develop the analytical framework for each of the design components from their theoretical basis and using typical mine-site applications illustrate how site-specific design guidelines are developed together with their practical implementation Summarise the key road safety and geometric design considerations specific to mining haul roads Specify the mechanistic structural design approach unique to ultra-heavy wheel loading associated with OTR mine trucks Describe the selection application and management of the road wearing course material together with its rehabilitation including the use of palliatives Develop road and operating cost models for estimating total road-user costs based on road rolling resistance measurement and modelling techniques Illustrate the approach of costing a mining road construction project based on the design methodologies previously introduced List and describe future trends in mine haulage system development how mining haul road design will evolve to meet these new system challenges and how the increasing availability of data is used to manage road performance and ultimately provide 24x7 trafficability. Mining Haul Roads – Theory and Practice is a complete practical reference for mining operations contractors and mine planners alike as well as civil engineering practitioners and consulting engineers. It will also be invaluable in other fields of transportation infrastructure provision and for those seeking to learn and apply the state-of-the-art in mining haul roads. “This book is the most definitive treatise on mining haul roads ever written […] There has never been a text that addresses the many facets of mining haul roads on such a scope […]” From the Foreword by Jim Humphrey Professional Engineer Autonomous haulage systems developer and Distinguished Member of the Society of Mining Metallurgy and Exploration. | Mining Haul Roads Theory and Practice

GBP 69.99
1

The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game regardless of its budget scope or ambition. The game UX accounts for the whole experience players have with a video game from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver including shipping higher quality games (whether indie triple-A or serious games) and meeting business goals - all while staying true to design vision and artistic intent. At its core UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived the emotions it will elicit how players will interact with it and how engaging the experience will be. This book is designed to equip readers of all levels from student to professional with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games empowering them to develop their own unique game recipe more efficiently while providing a better experience for their audience. The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design Is written by Celia Hodent - a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years including at prominent companies such as Epic Games (Fortnite) Ubisoft and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: neuromyths perception memory attention motivation emotion and learning. Includes numerous examples from released games of how scientific knowledge translates into game design and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge implementing human-computer interaction principles and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good engage-ability (the ability of the game to be fun and engaging) translated into a practical checklist. Covers design thinking game user research game analytics and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today. | The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

GBP 48.99
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