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Software Engineering And Computer Games
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Book Synopsis Software Engineering and Computer Games by : Rudy von Bitter Rucker
Download or read book Software Engineering and Computer Games written by Rudy von Bitter Rucker and published by Addison Wesley Longman. This book was released on 2003 with total page 654 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).
Book Synopsis Computer Games and Software Engineering by : Kendra M. L. Cooper
Download or read book Computer Games and Software Engineering written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2015-05-08 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to
Book Synopsis Software Engineering Perspectives in Computer Game Development by : Kendra M. L. Cooper
Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Book Synopsis Game Programming Patterns by : Robert Nystrom
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.
Book Synopsis Software Engineering for Game Developers by : John P. Flynt
Download or read book Software Engineering for Game Developers written by John P. Flynt and published by Course Technology Ptr. This book was released on 2005 with total page 862 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Software Engineering for Game Developers" is a unique guide—a toolbox for effectively building a computer game using practices that are fostered by software engineering. Examine each major phase of the software engineering lifecycle of an actual game and its developers and gather the tools you need to organize your programming into proper engineering patterns. This book documents a comprehensive development process that started from a set of requirements. This process guided the development team to consistently design and implement a game according to these requirements, staying within budget and delivering the game on time. The tools provided within this book are a valuable resource for software developers in any area—game software development professionals, game producers and designers, testers, writers, artists, and educators.
Book Synopsis Student Usability in Educational Software and Games: Improving Experiences by : Gonzalez, Carina
Download or read book Student Usability in Educational Software and Games: Improving Experiences written by Gonzalez, Carina and published by IGI Global. This book was released on 2012-08-31 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.
Book Synopsis Invent Your Own Computer Games with Python, 4th Edition by : Al Sweigart
Download or read book Invent Your Own Computer Games with Python, 4th Edition written by Al Sweigart and published by No Starch Press. This book was released on 2016-12-16 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Book Synopsis Designing Games by : Tynan Sylvester
Download or read book Designing Games written by Tynan Sylvester and published by "O'Reilly Media, Inc.". This book was released on 2013-01-03 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Book Synopsis Systems, Software and Services Process Improvement by : Rory V. O’Connor
Download or read book Systems, Software and Services Process Improvement written by Rory V. O’Connor and published by Springer. This book was released on 2015-10-15 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the refereed proceedings of the 22st EuroSPI conference, held in Ankara, Turkey, in September/October 2015.The 18 revised papers presented together with 9 selected key notes and workshop papers were carefully reviewed and selected from 49 submissions. They are organized in topical sections on SPI themed case studies; SPI approaches in safety-critical domains; SPI in social and organizational issues; software process improvement best practices; models and optimization approaches in SPI; SPI and process assessment; creating environments supporting innovation and improvement; social aspects of SPI: conflicts, games, gamification and other social approaches; risk management and functional safety management.
Book Synopsis How Computer Games Help Children Learn by : D. Shaffer
Download or read book How Computer Games Help Children Learn written by D. Shaffer and published by Springer. This book was released on 2007-02-25 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Book Synopsis Game Engine Architecture by : Jason Gregory
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.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1522539247 Total Pages :2124 pages Book Rating :4.5/5 (225 download)
Book Synopsis Computer Systems and Software Engineering: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources
Download or read book Computer Systems and Software Engineering: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2017-12-01 with total page 2124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professionals in the interdisciplinary field of computer science focus on the design, operation, and maintenance of computational systems and software. Methodologies and tools of engineering are utilized alongside computer applications to develop efficient and precise information databases. Computer Systems and Software Engineering: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on trends, techniques, and uses of various technology applications and examines the benefits and challenges of these computational developments. Highlighting a range of pertinent topics such as utility computing, computer security, and information systems applications, this multi-volume book is ideally designed for academicians, researchers, students, web designers, software developers, and practitioners interested in computer systems and software engineering.
Book Synopsis Software Engineering Perspectives in Computer Game Development by : Kendra M. L. Cooper
Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-04 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives
Book Synopsis Game Coding Complete by : Mike McShaffry
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 Synopsis Computer Engineering for Babies by : Chase Roberts
Download or read book Computer Engineering for Babies written by Chase Roberts and published by . This book was released on 2021-10-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
Book Synopsis Basic Computer Games by : David H. Ahl
Download or read book Basic Computer Games written by David H. Ahl and published by . This book was released on 1981 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Simulation and Event Modeling for Game Developers by : John P. Flynt
Download or read book Simulation and Event Modeling for Game Developers written by John P. Flynt and published by Course Technology. This book was released on 2005 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulation games are unique. They have action, combat, management, and strategy. By definition a simulation is an imitation. So, computer simulation games are games that imitate a real-life situation. Another way to think about it is that simulation games attempt to recreate a past event. But games don't always stick to that definition, sometimes they attempt to create a situation that we may someday be faced with. Event modeling is the fundamental activity of examining a real-world event to determine precisely those aspects of the event that can be made the primary objectives of a software development effort. Such modeling is essential to the success of any game development effort, especially if it focuses on simulation. The reason for this is that no simulation program can hope to simulate every aspect of a real-world event. The simulation must be limited in some way, and a technique is at hand, through event modeling, to determine which aspects of the event will render the simulation project effective.