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Book The Royal Road to Game Development Using Cocos2d js

Download or read book The Royal Road to Game Development Using Cocos2d js written by Jonathan Suh and published by Createspace Independent Publishing Platform. This book was released on 2017-05-30 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: I would like to write very easy but practical game programming contents in this book. It is my intention to invite real beginner to start game programming. JavaScript is one of the popular programming languages which can be used from mobile to server. That is why I selected Cocos2d-JS for game programming. I believe and hope all reader will get self confidence of programming after following my book step by step. Cocos2d-JS is excellent game framework because it support Cross-platform development. It means you can code one time but you can deploy it to many platform like various web browsers, android, iOS and window mobiles and so on. I don't want to limit readers to only children, enjoy games. It is my real happy that as many people nurture their own hopes and dreams when they read my book. Children, student, youth even adult, someone couldn't find their own dreams or didn't get a opportunity to find a dream. I hope this book can serve as a momentum to pull out their hidden dreams. * Table of Contents A)The Ten Commandments of JavaScript 1. Antilogarithm 2. Variables 3. Data Types 4. Data Sets 5. Arithmetic Operators 6. Conditional Operators 7. Conditional sentence 8. Loop Sentence 9. Event and Function 10. Class and Object B)The Ten Commandments of Cocos2d-JS 1. Getting Started 2. Structure of a Framework 3. Actions 4. Coordinate System 5. Events 6. Scheduler 7. Animations 8. Sound 9. Effects 10. Transitions C)Interesting Game Production 1. Structure of a Game 2. Planning Brick Breaker 3. Design Brick Breaker 4. Control Velocity 5. Collision detection 6. Planning Garden Keeper 7. Designing Garden Keeper 8. Falling Motion 9. Parabola Motion 10. Control Direction

Book Rapid Game Development Using Cocos2d JS

Download or read book Rapid Game Development Using Cocos2d JS written by Hemanth Kumar and published by Apress. This book was released on 2016-12-19 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework. You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You’ll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you’ll discover the features of Chipmunk (the built-in physics engine) with full examples. What You'll Learn Get a simple head start in Cocos2d-JS Gain an architectural overview of the different blocks of the framework Master sprites, spritesheets, and frame animation Work with the event system in Cocos2d-JS Discover the animation APIs in Cocos2d-JS Leverage the built-in physics engine Who This Book Is For Beginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.

Book Learning Cocos2d JS Game Development

Download or read book Learning Cocos2d JS Game Development written by Emanuele Feronato and published by Packt Publishing Ltd. This book was released on 2015-01-12 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are new to game development or have just gotten your teeth into developing games but desire to learn more, then this book is for you. An understanding of the essentials of JavaScript is required.

Book Cocos2d x Game Development Blueprints

Download or read book Cocos2d x Game Development Blueprints written by Karan Sequeira and published by Packt Publishing Ltd. This book was released on 2015-07-27 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Packed with comprehensive projects, this book takes a detailed look at a few of the industry's most popular games. This book will show you how to use Cocos2d-x to build games using its core components. You will learn how to incorporate game physics, and import custom models and animations. Next, you will see how to include effects such as particles and sounds. With a brief introduction to the upcoming HTML5 platform using Cocos2d-html5, the book goes on to tackle the many different concepts that comprise game development today. You will learn how to build worlds with meshes, a terrain, user interaction, physics, and more. You will start by developing a puzzle game, and then progress on to games that are increasingly complex. Along the way, you'll learn how to build gaming favorites similar to games such as Flappy Bird, Tilt to Live, Jumpy Clown, Angry Birds, and Tower Defense.

Book Cocos2d Cross Platform Game Development Cookbook   Second Edition

Download or read book Cocos2d Cross Platform Game Development Cookbook Second Edition written by Siddharth Shekar and published by . This book was released on 2016-02-19 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop games for iOS and Android using Cocos2d with the aid of over 70 step-by-step recipesAbout This Book- Learn to efficiently use Cocos2d to develop cross-platform games, and have them work on iOS as well as Android- Get acquainted with industry-wide professional tools such as Glyph Designer, Texture Packer, and Physics Editor, as well as using the Swift/ Sprite builder implementation of Cocos2d- Use the easy-to-follow recipes to develop as well as deploy games to the Playstore and the App StoreWho This Book Is ForThis book is for intermediate game developers and especially the ones who are generally curious to find out what's new in Cocos2d v 3.3.What You Will Learn- Build custom sprites with custom animations for the game- Build interactivity into your game by adding gestures and touch interactions- Understand AI enemy programming and path finding to make games more exciting- Add physics to your game to make it more lively and interactive- Get familiar with the Swift and Sprite builder implementations along with Objective-C programming- Perform hassle-free deployment of games built in iOS onto Android- Add effects and particle systems to make the game more colorfulIn DetailCocos2d is the world's leading game development framework for developing iOS games. With the introduction of Swift and Spritebuilder, it has become easier than ever to develop the games of your dreams without much effort. With Cocos2d, you can also deploy the game on Android, thereby maximizing profit and reducing development and porting costs.The book starts off with a detailed look at how to implement sprites and animations into your game to make it livelier. You will then learn to add scenes to the game such as the gameplay scene and options scene and create menus and buttons in these scenes, as well as creating transitions between them. From there on, you will get an understanding of how to program user interactions such as tapping, holding, and swiping. You'll then add accelerometer inputs and physics to the scene, and make objects respond back to the inputs. A game is practically incomplete without audio being added, so this will be covered next.The next section will include ways to add Artificial Intelligence to enemies in the game, allowing them to patrol, chase, and shoot in a projectile manner. You will then learn to use NSUserDefault to save and load game progress, and create and access files using JSON, Plist, and XML files for custom storage and retrieval of data. Then you will learn to add dynamic lighting to your game and will use industry-wide tools such as Texture Packer, Glyph Designer, Physics Editor, Particle Designer, and Sprite Illuminator to create more visually appealing and performance-optimized games.Towards the end of the book, we dive into Apple's latest programming language-Swift, highlighting the major differences between Objective C and Swift. The book culminates with taking your existing game developed for iOS and porting it to Android, showing you how to install the Android Xcode plugin as well.Style and approachThe book is written in an extremely lucid and step-by-step manner; it can be understood easily by anyone. The topics included are broken down into individual chapters so you can refer to the specific chapter to get answers on the subject you are interested in.

Book Beginning Game Development with Python and Pygame

Download or read book Beginning Game Development with Python and Pygame written by Will McGugan and published by Apress. This book was released on 2007-12-22 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular technologies. They can also capitalize upon numerous tips and tricks the author has accumulated over his career creating games for some of the world's largest gaming developers.

Book The Craft of Prolog

    Book Details:
  • Author : Richard O'Keefe
  • Publisher : MIT Press
  • Release : 2009-12-07
  • ISBN : 0262512270
  • Pages : 417 pages

Download or read book The Craft of Prolog written by Richard O'Keefe and published by MIT Press. This book was released on 2009-12-07 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: The emphasis in The Craft of Prolog is on using Prolog effectively. It presents a loose collection of topics that build on and elaborate concepts learned in a first course. Hacking your program is no substitute for understanding your problem. Prolog is different, but not that different. Elegance is not optional. These are the themes that unify Richard O'Keefe's very personal statement on how Prolog programs should be written. The emphasis in The Craft of Prolog is on using Prolog effectively. It presents a loose collection of topics that build on and elaborate concepts learned in a first course. These may be read in any order following the first chapter, "Basic Topics in Prolog," which provides a basis for the rest of the material in the book. Richard A. O'Keefe is Lecturer in the Department of Computer Science at the Royal Melbourne Institute of Technology. He is also a consultant to Quintus Computer Systems, Inc.Contents: Basic Topics in Prolog. Searching. Where Does the Space Go? Methods of Programming. Data Structure Design. Sequences. Writing Interpreters. Some Notes on Grammar Rules. Prolog Macros. Writing Tokenisers in Prolog. All Solutions.

Book What Science Is and How It Really Works

Download or read book What Science Is and How It Really Works written by James C. Zimring and published by Cambridge University Press. This book was released on 2019-07-18 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: A timely and accessible synthesis of the strengths, weaknesses and reality of science through the eyes of a practicing scientist.

Book Program Arcade Games

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.

Book The Regional Impacts of Climate Change

    Book Details:
  • Author : Intergovernmental Panel on Climate Change. Working Group II.
  • Publisher : Cambridge University Press
  • Release : 1998
  • ISBN : 9780521634557
  • Pages : 532 pages

Download or read book The Regional Impacts of Climate Change written by Intergovernmental Panel on Climate Change. Working Group II. and published by Cambridge University Press. This book was released on 1998 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cambridge, UK : Cambridge University Press, 1998.

Book Game Coding Complete

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.

Book Edible Insects

Download or read book Edible Insects written by Arnold van Huis and published by Bright Sparks. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Edible insects have always been a part of human diets, but in some societies there remains a degree of disdain and disgust for their consumption. Although the majority of consumed insects are gathered in forest habitats, mass-rearing systems are being developed in many countries. Insects offer a significant opportunity to merge traditional knowledge and modern science to improve human food security worldwide. This publication describes the contribution of insects to food security and examines future prospects for raising insects at a commercial scale to improve food and feed production, diversify diets, and support livelihoods in both developing and developed countries. It shows the many traditional and potential new uses of insects for direct human consumption and the opportunities for and constraints to farming them for food and feed. It examines the body of research on issues such as insect nutrition and food safety, the use of insects as animal feed, and the processing and preservation of insects and their products. It highlights the need to develop a regulatory framework to govern the use of insects for food security. And it presents case studies and examples from around the world. Edible insects are a promising alternative to the conventional production of meat, either for direct human consumption or for indirect use as feedstock. To fully realise this potential, much work needs to be done by a wide range of stakeholders. This publication will boost awareness of the many valuable roles that insects play in sustaining nature and human life, and it will stimulate debate on the expansion of the use of insects as food and feed.

Book The Cambridge Handbook of Infant Development

Download or read book The Cambridge Handbook of Infant Development written by Jeffrey J. Lockman and published by Cambridge University Press. This book was released on 2020-08-13 with total page 1104 pages. Available in PDF, EPUB and Kindle. Book excerpt: This multidisciplinary volume features many of the world's leading experts of infant development, who synthesize their research on infant learning and behaviour, while integrating perspectives across neuroscience, socio-cultural context, and policy. It offers an unparalleled overview of infant development across foundational areas such as prenatal development, brain development, epigenetics, physical growth, nutrition, cognition, language, attachment, and risk. The chapters present theoretical and empirical depth and rigor across specific domains of development, while highlighting reciprocal connections among brain, behavior, and social-cultural context. The handbook simultaneously educates, enriches, and encourages. It educates through detailed reviews of innovative methods and empirical foundations and enriches by considering the contexts of brain, culture, and policy. This cutting-edge volume establishes an agenda for future research and policy, and highlights research findings and application for advanced students, researchers, practitioners, and policy-makers with interests in understanding and promoting infant development.

Book How to Do Things with Videogames

Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Book Inheritors of the Earth

    Book Details:
  • Author : Chris D. Thomas
  • Publisher : PublicAffairs
  • Release : 2017-09-05
  • ISBN : 1610397282
  • Pages : 320 pages

Download or read book Inheritors of the Earth written by Chris D. Thomas and published by PublicAffairs. This book was released on 2017-09-05 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human activity has irreversibly changed the natural environment. But the news isn't all bad. It's accepted wisdom today that human beings have permanently damaged the natural world, causing extinction, deforestation, pollution, and of course climate change. But in Inheritors of the Earth, biologist Chris Thomas shows that this obscures a more hopeful truth -- we're also helping nature grow and change. Human cities and mass agriculture have created new places for enterprising animals and plants to live, and our activities have stimulated evolutionary change in virtually every population of living species. Most remarkably, Thomas shows, humans may well have raised the rate at which new species are formed to the highest level in the history of our planet. Drawing on the success stories of diverse species, from the ochre-colored comma butterfly to the New Zealand pukeko, Thomas overturns the accepted story of declining biodiversity on Earth. In so doing, he questions why we resist new forms of life, and why we see ourselves as unnatural. Ultimately, he suggests that if life on Earth can recover from the asteroid that killed off the dinosaurs, it can survive the onslaughts of the technological age. This eye-opening book is a profound reexamination of the relationship between humanity and the natural world.

Book Modelling for Field Biologists and Other Interesting People

Download or read book Modelling for Field Biologists and Other Interesting People written by Hanna Kokko and published by Cambridge University Press. This book was released on 2007-06-28 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Students of evolutionary and behavioural ecology are often unfamiliar with mathematical techniques, though much of biology relies on mathematics. Evolutionary ideas are often complex, meaning that the logic of hypotheses proposed should not only be tested empirically but also mathematically. There are numerous different modelling tools used by ecologists, ranging from population genetic 'bookkeeping', to game theory and individual-based computer simulations. Due to the many different modelling options available, it is often difficult to know where to start. Hanna Kokko has designed this 2007 book to help with these decisions. Each method described is illustrated with one or two biologically interesting examples that have been chosen to help overcome fears of many biologists when faced with mathematical work, whilst also providing the programming code (Matlab) for each problem. Aimed primarily at students of evolutionary and behavioural ecology, this book will be of interest to any biologist interested in mathematical modelling.

Book Game Engine Architecture

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.