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Spiludvikling og spilprogrammering

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  • af Gabrielle Zevin
    97,95 kr.

  • - An Unofficial History of Resident Evil
    af Alex Aniel
    147,95 - 167,95 kr.

    The definitive history of Capcom's groundbreaking Resident Evil video game series

  • af Brian J. (Curtin University Evans
    557,95 - 818,95 kr.

  • af Barbara Di Eugenio
    607,95 - 1.283,95 kr.

  • af Aditya (University of Hyderabad) Deshbandhu
    458,95 - 1.466,95 kr.

  • af Emily (Loughborough University London Hayday
    226,95 - 549,95 kr.

  • af Alex Riviere
    387,95 - 1.589,95 kr.

  • af Keith Zizza
    487,95 - 1.589,95 kr.

  • af Kaitlin Tremblay
    473,95 - 1.160,95 kr.

  • af Marco T. Morazan
    525,95 kr.

  • af Toshiyuki Kaneda, Ryoju Hamada & Terukazu Kumazawa
    922,95 kr.

  • af Steven Schmidt
    922,95 kr.

    This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators. 

  • af Andrea Bonarini
    1.121,95 kr.

    This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress.This book presents a framework for the design of playful activities with robots, developed over 20 years' experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role.

  • af Marco T. Morazan
    475,95 kr.

    This textbook presents a systematic methodology for program development by using design recipes, i.e. a series of steps, each with a specific outcome, that takes a problem solver from a problem statement to a working and tested programmed solution. It introduces the reader to generative recursion, heuristic searching, accumulative recursion, tail recursion, iteration, mutation, loops, program correctness, and vectors. It uses video game development to make the content fun while at the same time teaching problem-solving techniques.The book is divided into four parts. Part I presents introductory material on basic problem solving and program design. It starts by reviewing the basic steps of a design recipe using structural recursion on a list. It then proceeds to review code refactoring-a common technique used to refine programs when a better or more elegant way is found to solve a problem-and introduces the reader to randomness. Next, Part II explores a new type of recursion called generative recursion. It navigates the reader through examples involving fractal image generation, efficient sorting, and efficient searching techniques such as binary, depth-first, and breadth-first search. Part III then explores a new type of recursion called accumulative (or accumulator) recursion. Examples used include finding a path in a graph, improving insertion sorting, and list-folding operations. Finally, Part IV explores mutation. To aid the reader in properly sequencing mutations it presents Hoare Logic and program correctness. In addition, it introduces vectors, vector processing, in-place operations, and circular data. Throughout the whole book complexity analysis and empirical experimentation is used to evaluate solutions.This textbook targets undergraduates at all levels as well as graduate students wishing to learn about program design. It details advanced types of recursion, a disciplined approach to the use of mutation, and illustrates the design process by developing a video game exploiting iterative refinement.

  • af Victor G. Brusca
    361,95 kr.

    Interested in learning how to program with Java? Let's face it, the best way to learn to program is by writing programs. This can be a daunting proposition with the specter of hours of simple command line example programs hanging over your head. Fear not! Now you can learn to program in Java in a fun way by working on video games. With this book, you'll get to work with three Java game projects and have access to the complete game code for each project, including a full Java game engine. After completing Introduction to Java through Game Development, you'll be proficient in Java programming, having worked with the language's fundamental aspects throughout the text, and will be ready to further your Java and game programming expertise with confidence.What You'llMaster the fundamentals of the Java programming languageUse different data structures like arrays, lists, stacks, and queuesUnderstand game programming basics including the main game loopGain experience working with three different game projects via the book's coding challengesWork with the 2D game engine that powers the book's included games and learn to create your own new game projectsUnderstand advanced Java topics like classes, encapsulation, inheritance, and polymorphismWork with exceptions and how to use debugging techniques to trace through codeSharpen your skills with over a dozen coding challenges that test your abilities with a development task on a real game projectWho This Book Is ForThis book requires little to no programming experience to understand and benefit from the text.

  • af Robert Ciesla
    356,95 kr.

    Grasp the fundamentals of digital audio work in the context of video games, including the basics of middleware such as Fmod and Wwise. We will review software such as Apple's Logic and Garageband, Paul Davis's Ardour, and many other popular digital audio workstations.We will start with an introduction to the basic terminology of digital audio work while also getting acquainted with current generation audio hardware. We will then discuss the basics of the venerable Musical Instrument Digital Interface (MIDI) and how it relates to music composition as well as the tools and techniques for writing tracker music/chiptunes. The book also covers plug-in software, soundproofing at home, and voice work.The book takes a practical approach while tackling both hardware and software components used in cutting edge audio engineering, composition, and audio monitoring.  What You Will Learn Understand the fundamentals of digital audio production in the context of video games Learn about audio integration with popular middleware solutions and APIs Leverage plugin effects software to sculpt your audio to professional levels Identify modern audio file formats and how and when to use them Learn best practices when mixing sound effects and music for video games Who Is This Book ForThe intended readership includes beginners in digital audio engineering who use Windows, macOS, or Linux.

  • af Almas Baimagambetov
    425,95 kr.

    Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL.We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects.The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout.What You Will Learn* Understand use of advanced Java and JavaFX concepts* Learn about real-world game development concepts in a general-purpose programming language* Master professional cross-platform, desktop and mobile, games using the FXGL game engineWho Is This Book ForThis book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.

  • af Benjamin Bauer
    549,95 kr.

  • af Ben Mitchell
    522,95 - 1.466,95 kr.

  • af David Matuszek
    252,95 - 977,95 kr.

  • af David Matuszek
    252,95 - 977,95 kr.

  • af Michelle Herte
    451,95 - 1.587,95 kr.

  • af David B. (Queen's University Skillicorn
    218,94 - 549,95 kr.

  • af Bettina (De Montfort University Bodi
    424,95 kr.

  • af Diego Ricchiuti
    524,95 - 1.464,95 kr.

  • af Rao Heidmets
    524,95 - 1.464,95 kr.

  • af Roger Soraa
    252,95 kr.

  • af Greg Wilson
    524,95 kr.

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