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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.
Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To. Use shaders across Unity's rendering pipelines. Write shaders and modify their behavior with C# scripting. Use Shader Graph for codeless development. Understand the important math behind shaders, particularly space transformations. Profile the performance of shaders to identify optimization targets
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.
The definitive history of Capcom's groundbreaking Resident Evil video game series
Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs).Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today.With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.
* [Nueva traducción] [Nueva Edición] * Este libro es ideal para los fans de ZX Spectrum (también conocido como Timex 2068 en Estados Unidos) y principiantes en programación de cualquier edad que quieran aprender o practicar programación de sencillos juegos de ordenador con Sinclair BASIC. Contiene 20 juegos especialmente creados para este libro, desde clásicos de Arcade Retro hasta ideas de juegos más extravagantes. Ideal para actividades de programación de STEM para niños y adultos. Aprenda a crear game loops sencillos y crear gráficos con código binario. También es un regalo friki ideal. ¡No necesita equipo especial! Se puede usar con ZX Spectrum Next (disponible próximamente) Windows (con emuladores gratis) Mac (con emuladores gratis) Emuladores de exploradores de Internet: al usar Chrome / FF etc. Chromebook ZX Spectrum original ZX Spectrumrecreada (Android / iOS) Linux (Fuse) Raspberry Pi (Fuse) Tablets Android o iPad (iOS) Ideal para aficionados a la informática retro que quieran sacar el polvo a su ZX Spectrum o utilizar un emulador y escribir algo de código, al estilo de la vieja escuela Siéntese, ingrese el código, juegue y repasemos las listas, todo sin levantarse de la silla. El libro no revisa cada línea de código, sino que se enfoca en los componentes clave y las secciones más recientes de cada juego. Esto mantiene el proceso divertido y atractivo.. No sólo es un libro de aprendizaje interactivo dedicado a todas las edades para disfrutar en casa, sino que también es una gran introducción a la programación y diseño de juegos para Clubs de Código y eventos STEM. Así que escribamos un juego retro y vamos a divertirnos. Incluye: ZX Breakout, MiniPong, Astral Invaders, Guerra del Acorazado, Flappy Bird, Takeaway Ted y muchos más ... Incluye: ZX Breakout, MiniPong, Astral Invaders, Battleship War, Flappy Bird, Takeaway Ted y muchos más...Varios emuladores para elegir: ZX Spin, Spectaculator, Marvin, Fuse, Speccy, etc. La versión americana de la máquina ZX Spectrum fue vendida bajo el nombre de Timex Sinclair.Otros clones compatibles de ZX Spectrum son: TS2048, TS2068, Pentagon, CZ-2000, TK90X, Didatik, Hobbit y muchos más. Si usted tiene un evento STEM o STEAM ¿por qué no empezar la fiesta con la simplicidad y la diversión geek de la programación retro?Si desea animar a un miembro de la familia a empezar con la programación, esta es la manera ideal.juegos creativos para niños
Kingdom Hearts is the mix between Disney greatest heroes and those form Final Fantasy. In this first volume, discover all the secrets behind the making of Kingdom Hearts, up to Kingdom Hearts III.
In this thoughtful and hilarious tag-team performance, Brock Wilbur & Nathan Rabin probe the fascinatingly troubled game and film for what each can tell us about shock culture & mass shootings, interviewing the RWS team and even Boll himself for answers.
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 Android Game Projects also walks you through the all-important subject of monetization, making sure that you have the information that you need to choose the right options for your game and maximize its potential.Unity for Android Game Projects starts by making sure that you have the best set up for game creation, with the right software and the right structures in place. It may not be exciting, but it's absolutely essential to starting out on the right foot. The book then quickly moves into the fast lane, getting you started straight away on your first project, a 3D third-person action game. We then look at a subject important to any 3D game, camera controls. We explore how to build unobtrusive but intelligent cameras that will give your player the best view on the action. Following that, the book immediately dives back into the projects, with a 2D game built in Unity, and a complete 3D racing game. With those games under your belt, we then look into how to deploy your own games to the Play Store and other Android app stores, and how to add monetization and socialization.
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