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Spiludvikling og spilprogrammering

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  • af Toiya Kristen Finley
    472,95 - 1.038,95 kr.

  • af Terry Bossomaier, Steven D'Alessandro & Roger Bradbury
    227,95 kr.

  • af Almas Baimagambetov
    405,95 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 Mark Kiepe
    447,95 kr.

  • af Philip Williams
    157,95 - 247,95 kr.

  • af Min Chen, Miquel Feixas & Ivan Viola
    549,95 kr.

  • af Frazer Heritage
    1.384,95 kr.

  • af Neil Richards
    426,95 kr.

  • af Karl Bunker
    207,95 kr.

  • af Dan Henderson
    297,95 kr.

  • af Kangaroo Publications
    157,95 kr.

  • - An Unofficial History of Resident Evil
    af Alex Aniel
    145,95 kr.

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

  • af Tim Fields
    574,95 - 1.466,95 kr.

  • af Tony White
    682,95 - 1.564,95 kr.

  • af Stephanie Janes
    286,95 kr.

    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.

  • af Lawrence May
    482,95 kr.

  • af Gary Plowman
    112,95 kr.

    * [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

  • af Georges Grouard
    417,95 kr.

    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.

  • af Greg Sidelnikov
    297,95 kr.

  • af Lea Rawls
    212,95 kr.

  • af Giulio Zambon
    577,95 kr.

  • af Jodessiah Sumpter
    312,95 kr.

    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.

  • af Bruce Sutherland
    312,95 kr.

    C++ is the language behind most of today's computer games. This 96-page C++ Game Development Primer takes you through the accelerated process of writing games for otherwise experienced C++ programmers. After reading this book, you'll have the fundamental know-how to become a successful and profitable game applications developer in today's increasingly competitive indie game marketplace.For those looking for a quick introduction to C++ game development and who have good skills in C++, this will get you off to a fast start. C++ Game Development Primer is based on Learn C++ for Game Development by the same author, giving you the essentials to get started in game programming without the unnecessary introduction to C++.

  • - Learn to Code with the Web Audio API
    af William Turner & Steve Leonard
    485,95 - 1.526,95 kr.

  • af Joseph Thachil George
    328,95 kr.

    Deepen your understanding of human-computer interaction (HCI) in game development and learn how to develop video games that grab players and don't let them go. This book explores HCI design in computer games to maximize collaborative and interactive functions. You'll first gain a basic introduction to fundamental concepts and practices of HCI before diving into the fundamental concepts of game interface design and technology. You'll learn how to design a gaming interface through practical examples using Python. This is followed by a brief look at how HCI can offer immersive gaming experiences for players and a review of key elements such as interface, usability, user-centered design, and user interface in terms of efficacy. You will also learn how to implement usability aspects in gaming interfaces with examples using Python. Additionally, the book discusses major challenges that game publishers and developers face, and how they can be resolved using HCI techniques. The question of playability is reviewed throughout the game production process. After working through this book's practical examples, you'll have the knowledge required to begin developing compelling, can't-put-the-controller down games of your own. What You'll LearnMaster HCI tools and methodologies Understand the concept of HCI strategies in the game development cycleDevelop a game in Python using the HCI approachUtilize gamification techniques in Human-Computer InteractionGrasp concepts of usability, user experience and user-centered design processes and their application Who This Book Is ForProgrammers, engineers, and students interested in creating and implementing computer games using HCI technologies. Prior experience with game development is recommended.  

  • af Ben Mezrich
    197,95 kr.

    The larger-than-life true tale of how a few frat brothers from Montana turned a weekly poker game in a dive bar into one of the most lucrative online companies in historyased on extensive insider interviews, Ben Mezrich?bestselling author of The Accidental Billionaires and Bringing Down the House?chronicles the creation of AbsolutePoker.com, including the company's initial operations in the jungle paradise of Costa Rica where its founders lived an outrageous lifestyle of girls, parties, and money; and of the gray area of U.S. and international law in which they created an industry. Soon, the U. S. Department of Justice was gunning for them. . . . Should they fold?or double down and ride their hot hand? Impossible to put down, Straight Flush is an exclusive, never-before-seen look at one of the wildest business stories of the Internet age.

  • af Gerd Beneken, Felix Hummel & Martin Kucich
    516,95 kr.

    Das Buch richtet sich an Studierende und Berufseinsteiger*innen in der Software-Entwicklung. Sie sollten schon erste Erfahrungen im Programmieren und im Software-Engineering haben. Das Handbuch unterstützt sie bei der Durchführung von Entwicklungsprojekten im Team mithilfe agiler Methoden. Wir starten beim Teamaufbau und den ersten Gesprächen mit dem Auftraggeber. Wir erarbeiten die Bedürfnisse unserer Benutzer*innen und entwerfen damit ein minimales erstes Produkt, das MVP. Klassische Softskills betonen wir besonders: Selbstorganisation, Organisation von Meetings und Workshops sowie die Kommunikation mit dem Auftraggeber. Zusätzlich liefern wir ihnen einen Werkzeugkasten, dazu gehören die Verwendung einer Versionsverwaltung, die Techniken der Anforderungsanalyse, das Domain Driven Design sowie die Gestaltung von Benutzerschnittstellen. Das praktische Vorgehen in der Software Architektur, der Programmierung und dem Testen wird dargestellt. Den Abschluss bildet ein Kapitel über den IT-Betrieb und DevOps. Die praktischen Beispiele illustrieren wir mit git, gitlab, docker sowie Programmierbeispielen in Java. Der InhaltAgiles Software-Engineering: XP, Scrum und Kanban sowie DevOps und Lean StartupGrundlagen: Beginne bei Dir, Euer Team, Euer Produkt, Euer Projekt, Agile VerträgeSoftskills: Effektive Kommunikation, -Meetings, -Workshops, -Präsentationen und verständliche DokumenteWerkzeugkasten: Versionsverwaltung und Konfigurationsmanagement, Anforderungen, Benutzerschnittstellen, Architektur, Programmierung, Test, IT-Betrieb und DevOps

  • af Alyse Knorr
    192,95 kr.

    Knorr unearths SMB3's connections to theater and Japanese folklore, investigates her own princess-rescuing impulses, and examines how the game's animal costumes, themed worlds, tight controls, goofy enemies, and memorable music cohere in a game that solidified Mario's conquest of the NES era.

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