Programming Game AI by Example

Programming Game AI by Example
Author :
Publisher : Jones & Bartlett Learning
Total Pages : 522
Release :
ISBN-10 : 1556220782
ISBN-13 : 9781556220784
Rating : 4/5 (82 Downloads)

Synopsis Programming Game AI by Example by : Mat Buckland

This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.

Visual Basic .NET Codemaster's Library

Visual Basic .NET Codemaster's Library
Author :
Publisher : John Wiley & Sons
Total Pages : 399
Release :
ISBN-10 : 9780782152647
ISBN-13 : 0782152643
Rating : 4/5 (47 Downloads)

Synopsis Visual Basic .NET Codemaster's Library by : Matt Tagliaferri

Microsoft's new .NET version of Visual Basic is its most radical revamping of the product since it was first released. Even if you know your way around VB6, the latest version presents special challenges. There are some new ways of doing things, some new things to do, and a new environment in which to work. With a few tips and tricks from expert Matt Tagliaferri, however, you'll be well on your way to VB.NET mastery. Visual Basic .NET Codemaster's Library offers a collection of 99 clear, concise programming examples, which show you how to use VB.NET and Visual Studio .NET to make the most of functionality available for the first time in the .NET Framework. You can begin with any topic and read only the ones that matter to you. Each topic provides a solution that you can incorporate into your own work, in areas ranging from garbage collection to database transactions, from memory management to XML Web Services. You even get coverage of mixing C# and VB.NET in the same application. Taken together, the tips in this book help you make the transition to thinking and working effectively within the object-oriented world of .NET.

Postmortems from Game Developer

Postmortems from Game Developer
Author :
Publisher : Taylor & Francis
Total Pages : 354
Release :
ISBN-10 : 9781136064616
ISBN-13 : 1136064613
Rating : 4/5 (16 Downloads)

Synopsis Postmortems from Game Developer by : Austin Grossman

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.

Trigger Happy

Trigger Happy
Author :
Publisher : Arcade Publishing
Total Pages : 268
Release :
ISBN-10 : 1559705981
ISBN-13 : 9781559705981
Rating : 4/5 (81 Downloads)

Synopsis Trigger Happy by : Steven Poole

Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

Designing Virtual Worlds

Designing Virtual Worlds
Author :
Publisher : New Riders
Total Pages : 768
Release :
ISBN-10 : 0131018167
ISBN-13 : 9780131018167
Rating : 4/5 (67 Downloads)

Synopsis Designing Virtual Worlds by : Richard A. Bartle

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

I Am Error

I Am Error
Author :
Publisher : MIT Press
Total Pages : 439
Release :
ISBN-10 : 9780262534543
ISBN-13 : 0262534541
Rating : 4/5 (43 Downloads)

Synopsis I Am Error by : Nathan Altice

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Cultures of Computer Game Concerns

Cultures of Computer Game Concerns
Author :
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Total Pages : 355
Release :
ISBN-10 : 3837639347
ISBN-13 : 9783837639346
Rating : 4/5 (47 Downloads)

Synopsis Cultures of Computer Game Concerns by : Estrid Sörensen

Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.

Gaming Rhythms

Gaming Rhythms
Author :
Publisher : Lulu.com
Total Pages : 169
Release :
ISBN-10 : 9789081602112
ISBN-13 : 908160211X
Rating : 4/5 (12 Downloads)

Synopsis Gaming Rhythms by : Tom Apperley

"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.

Excel 2007 VBA Programmer's Reference

Excel 2007 VBA Programmer's Reference
Author :
Publisher : John Wiley & Sons
Total Pages : 1178
Release :
ISBN-10 : 9781118169360
ISBN-13 : 1118169360
Rating : 4/5 (60 Downloads)

Synopsis Excel 2007 VBA Programmer's Reference by : John Green

This book is aimed squarely at Excel users who want to harness the power of the VBA language in their Excel applications. At all times, the VBA language is presented in the context of Excel, not just as a general application programming language. The Primer has been written for those who are new to VBA programming and the Excel object model. It introduces the VBA language and the features of the language that are common to all VBA applications. It explains the relationship between collections, objects, properties, methods, and events and shows how to relate these concepts to Excel through its object model. It also shows how to use the Visual Basic Editor and its multitude of tools, including how to obtain help. The middle section of the book takes the key objects in Excel and shows, through many practical examples, how to go about working with those objects. The techniques presented have been developed through the exchange of ideas of many talented Excel VBA programmers over many years and show the best way to gain access to workbooks, worksheets, charts, ranges, and so on. The emphasis is on efficiency—that is, how to write code that is readable and easy to maintain and that runs at maximum speed. In addition, the chapters devoted to accessing external databases detail techniques for accessing data in a range of formats. The final four chapters of the book address the following advanced issues: linking Excel to the Internet, writing code for international compatibility, programming the Visual Basic Editor, and how to use the functions in the Win32 API (Windows 32-bit Application Programming Interface).

Future Gaming

Future Gaming
Author :
Publisher : MIT Press
Total Pages : 162
Release :
ISBN-10 : 9781906897550
ISBN-13 : 1906897557
Rating : 4/5 (50 Downloads)

Synopsis Future Gaming by : Paolo Ruffino

A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.