Download or read book Buildbox 2 x Game Development written by Ty Audronis and published by Packt Publishing Ltd. This book was released on 2016-09-30 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build rich, high production value mobile games and distribute them across different platforms with Buildbox About This Book Create captivating 2D & 2.5D (isometric) video games for all platforms Leverage Buildbox to monetize and prepare your games for distribution This step-by-step tutorial will get you generating complex and media rich games with no coding experience Who This Book Is For This book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required. What You Will Learn Create the illusion of a 3D background in your game using parallax Add advanced controls and obstacles to our first world Develop assets (graphic and audio) for the Buildbox engine Design games based on the capabilities and limitations of Buildbox and their target platforms Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store Optimize your games to get the absolute best quality within platform restrictions Conquer common issues experienced with Buildbox development In Detail Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter. Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin' Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create. Style and approach This book follows a tutorial-based approach that teaches through examples, while also providing the necessary principles to enable you to abstract these principles into any game you want to make.
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Download or read book Gamification with Unity 5 x written by Lauren S. Ferro and published by Packt Publishing Ltd. This book was released on 2016-11-28 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book Achieve your goals in a fun-filled way by creating gamification projects from scratch Leverage the Unity 5.X toolkit to create stunning and appealing projects Make your transition towards a pro project manager/ developer by learning tricks and techniques Who This Book Is For If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book. What You Will Learn Assess your learners' abilities by setting up challenges and quests Implement the game elements that relate to the project into Unity Publish your own task management application to better engage readers Improve your design using methods of playtesting and iteration Issue OpenBadges to recognize achievements and set up an online database to store your users achievements. In Detail Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You'll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences. Style and approach This book takes a real-world case studies approach, moving ahead in a step-by-step tutorial manner. You will create your own project from scratch, and the practical examples will help you create a successful gamification project.
Download or read book Creating Mobile Apps with Xamarin Forms Preview Edition 2 written by Charles Petzold and published by Microsoft Press. This book was released on 2015-04-11 with total page 1103 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second Preview Edition ebook, now with 16 chapters, is about writing applications for Xamarin.Forms, the new mobile development platform for iOS, Android, and Windows phones unveiled by Xamarin in May 2014. Xamarin.Forms lets you write shared user-interface code in C# and XAML that maps to native controls on these three platforms.
Download or read book Escaping the Build Trap written by Melissa Perri and published by O'Reilly Media. This book was released on 2018-11-01 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: To stay competitive in today’s market, organizations need to adopt a culture of customer-centric practices that focus on outcomes rather than outputs. Companies that live and die by outputs often fall into the "build trap," cranking out features to meet their schedule rather than the customer’s needs. In this book, Melissa Perri explains how laying the foundation for great product management can help companies solve real customer problems while achieving business goals. By understanding how to communicate and collaborate within a company structure, you can create a product culture that benefits both the business and the customer. You’ll learn product management principles that can be applied to any organization, big or small. In five parts, this book explores: Why organizations ship features rather than cultivate the value those features represent How to set up a product organization that scales How product strategy connects a company’s vision and economic outcomes back to the product activities How to identify and pursue the right opportunities for producing value through an iterative product framework How to build a culture focused on successful outcomes over outputs
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Download or read book Don t Mom Alone written by Heather MacFadyen and published by Revell. This book was released on 2021-10-12 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Being a good mom isn't about doing everything right to create a set of perfect trophy children--though every mom has felt the pressure to do just that and to do it all on her own. To ask for help feels like defeat. Yet when we try to do it all by our own strength, we end up depleted, lonely, and ineffective. Heather MacFadyen wants you to know that you are not meant to go it alone. Sharing her most vulnerable, hard mom moments, she shows how moms can be empowered by God, supported by others, and connected with their children. With encouragement and insight, she helps you foster the key relationships you need to be the mom you want to be. Whether you work or stay home, whether you have teenagers or babes in arms, you'll find here a compassionate friend who wants the best--not just for your kids but for you.
Download or read book Game Coding Complete written by Mike McShaffry and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.
Download or read book HTML5 for NET Developers written by Ian Gilman and published by Simon and Schuster. This book was released on 2012-11-30 with total page 649 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary HTML5 for .NET Developers teaches professional software engineers how to integrate the latest HTML5 APIs and semantic markup into rich web applications using JavaScript, ASP.NET MVC, and WCF. Written from the .NET perspective, this book is full of practical applications and ways to connect the new web standards with your existing development practices About the Technology A shift is underway for Microsoft developers—to build web applications you'll need to integrate HTML5 features like Canvas-based graphics and the new JavaScript-driven APIs with familiar technologies like ASP.NET MVC and WCF. This book is designed for you. About this Book HTML5 for .NET Developers teaches you how to blend HTML5 with your current .NET tools and practices. You'll start with a quick overview of the new HTML5 features and the semantic markup model. Then, you'll systematically work through the JavaScript APIs as you learn to build single page web apps that look and work like desktop apps. Along the way, you'll get tips and learn techniques that will prepare you to build "metro-style" applications for Windows 8 and WP 8. This book assumes you're familiar with HTML, and concentrates on the intersection between new HTML5 features and Microsoft-specific technologies. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's Inside HTML5 from a .NET perspective Local storage, threading, and WebSockets Using JSON-enabled web services WCF services for HTML5 How to build single page web apps "This book speaks directly to the interests and concerns of the .NET developer."—From the Forward by Scott Hanselman, Microsoft Table of Contents HTML5 and .NET A markup primer: classic HTML, semantic HTML, and CSS Audio and video controls Canvas The History API: Changing the game for MVC sites Geolocation and web mapping Web workers and drag and drop Websockets Local storage and state management Offline web applications
Download or read book Beginning Java SE 6 Game Programming written by Jonathan S. Harbour and published by Cengage Learning Ptr. This book was released on 2011 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Previous ed.: Boston, Mass.: Thomson Course Technology, 2008.
Download or read book Thinkertoys written by Michael Michalko and published by Ten Speed Press. This book was released on 2010-12-01 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rethink the Way You Think In hindsight, every great idea seems obvious. But how can you be the person who comes up with those ideas? In this revised and expanded edition of his groundbreaking Thinkertoys, creativity expert Michael Michalko reveals life-changing tools that will help you think like a genius. From the linear to the intuitive, this comprehensive handbook details ingenious creative-thinking techniques for approaching problems in unconventional ways. Through fun and thought-provoking exercises, you’ll learn how to create original ideas that will improve your personal life and your business life. Michalko’s techniques show you how to look at the same information as everyone else and see something different. With hundreds of hints, tricks, tips, tales, and puzzles, Thinkertoys will open your mind to a world of innovative solutions to everyday and not-so-everyday problems.
Download or read book Introduction to 3D Game Programming with DirectX 11 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2012-03-15 with total page 1029 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Download or read book Building Android Projects with Kotlin written by Pankaj Kumar and published by BPB Publications. This book was released on 2022-09-08 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: Start your journey in this exciting Android app development world KEY FEATURES ● Start your Kotlin adventure from the very fundamentals to sophisticated Android programming. ● Experience live coding of a video application, game design, and chat application. ● Explore the Android framework, app creation, testing, and publication to the Google Play store. DESCRIPTION As an ambitious Kotlin programmer or Android developer, are you frequently baffled by the options available to do a specific task? Or why a single solution is superior to the others for doing this Android task? And most importantly, how can you do Kotlin programming employing this superior alternative? The book ‘Building Android Projects with Kotlin’ teaches you all you need to know to create an incredible Android application. It describes the fundamentals of Android, its components, and their purposes. This book also emphasizes the significance of clean code, modular code writing, and architectural patterns. It teaches the reader how to analyze the performance of a layout, how to select the best picture format and the fundamentals of multiscreen application development. This book discusses the creation of chat applications, video-sharing applications, and video games. The book will discuss best practices, libraries, functional requirement collecting, and feature development while constructing and explaining the functionalities of these applications. A range of topics like Android fundamentals, layout and image optimization, practical development tools, writing clean code, multiscreen app development, creating chat apps, video sharing applications, and games will be learned throughout this book. WHAT YOU WILL LEARN ● Develop the ability to write well-structured programs and modular codes. ● Workaround ExoPlayer, Notifications, RecyclerView, ToolBar, Unity, Jetpack components, etc. ● Explore and use Memory analyzer, Database analyzer, Logcat, and Layout Inspector. ● Examine the design patterns and performance of various layout designs and optimize accordingly. ● Create different designs for mobile and tablets in the same application. WHO THIS BOOK IS FOR Aspiring Android developers, Kotlin programmers, and mobile developers would benefit from reading this book by improving their writing skills and fully utilizing the benefits of Kotlin in their application development. However, before reading this book, it would be beneficial to know Kotlin. TABLE OF CONTENTS 1. Creating Hello World Project 2. Basics of Android Components 3. Architecture Patterns 4. Developing Chat Application 5. Publishing the Application 6. Developing Video Sharing Application 7. Introduction to Game Development 8. Development of the First Game 9. Adding Support for Big Screens 10. Introducing Important Tools/Libs for Android
Download or read book Program Arcade Games written by Paul Craven and published by Apress. This book was released on 2015-12-31 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.
Download or read book Build written by Tony Fadell and published by HarperCollins. This book was released on 2022-05-03 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: **New York Times, Wall Street Journal, and USAToday Bestseller** Tony Fadell led the teams that created the iPod, iPhone and Nest Learning Thermostat and learned enough in 30+ years in Silicon Valley about leadership, design, startups, Apple, Google, decision-making, mentorship, devastating failure and unbelievable success to fill an encyclopedia. So that’s what this book is. An advice encyclopedia. A mentor in a box. Written for anyone who wants to grow at work—from young grads navigating their first jobs to CEOs deciding whether to sell their company—Build is full of personal stories, practical advice and fascinating insights into some of the most impactful products and people of the 20th century. Each quick 5-20 page entry builds on the previous one, charting Tony’s personal journey from a product designer to a leader, from a startup founder to an executive to a mentor. Tony uses examples that are instantly captivating, like the process of building the very first iPod and iPhone. Every chapter is designed to help readers with a problem they’re facing right now—how to get funding for their startup, whether to quit their job or not, or just how to deal with the jerk in the next cubicle. Tony forged his path to success alongside mentors like Steve Jobs and Bill Campbell, icons of Silicon Valley who succeeded time and time again. But Tony doesn’t follow the Silicon Valley credo that you have to reinvent everything from scratch to make something great. His advice is unorthodox because it’s old school. Because Tony’s learned that human nature doesn’t change. You don’t have to reinvent how you lead and manage—just what you make. And Tony’s ready to help everyone make things worth making.
Download or read book The Ultimate Parkour Freerunning Book written by Ilona E. Gerling and published by Meyer & Meyer Verlag. This book was released on 2013-11-15 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: The increasing number of followers of the two movement cultures, Parkour and Freerunning, has given rise to the need for safe, methodical orientation, which the reader will find in this book. Parkour, a new movement culture from France, is all about moving as efficiently as possible between points A and B by sprinting fluently over obstacles. The sport of Freerunning has developed from it, involving developing and showing off the most creative, extreme, flowing, acrobatic moves possible on obstacles. This book contains precise illustrations for the teaching of all basic techniques, easy-tofollow movement breakdowns and methodical tips for indoor and outdoor training. All the most common terms from the scene are listed for reference in English and French. History, philosophy, rules of behavior, training advice based on the latest sports science knowledge, interviews from the scene about motivations and trends, advice for schools and explanations of competitions and competition criteria are a few examples of the book’s contents.