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Game Engine Gems 2
by Eric LengyelThis book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories-graphics and rendering, game engine design, and systems programming. Profess
Game Engine Gems 3
by Eric LengyelThis book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and acade
Game Feel: A Game Designer's Guide to Virtual Sensation
by Steve Swink"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Game Hacking: Developing Autonomous Bots for Online Games
by Nick CanoYou don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:–Scan and modify memory with Cheat Engine–Explore program structure and execution flow with OllyDbg–Log processes and pinpoint useful data files with Process Monitor–Manipulate control flow through NOPing, hooking, and more–Locate and dissect common game memory structuresYou’ll even discover the secrets behind common game bots, including:–Extrasensory perception hacks, such as wallhacks and heads-up displays–Responsive hacks, such as autohealers and combo bots–Bots with artificial intelligence, such as cave walkers and automatic lootersGame hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Game Invaders: The Theory and Understanding of Computer Games
by Clive Fencott Jo Clay Mike Lockyer Paul MasseyPresenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Game Jams – History, Technology, and Organisation
by Allan Fowler Foaad KhosmoodThis book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.
Game Magic: A Designer's Guide to Magic Systems in Theory and Practice
by Jeff HowardMake More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi
Game Master: Mansion Mystery
by Rebecca Zamolo Matt SlaysNew York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho.But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day.Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network.Read the book and unlock special clues that will open exclusive content online!
Game Narrative Design and UX Fundamentals: Tools for Player-centric Storytelling
by Abigail RindoGame narrative and UX share a deep, interconnected relationship. This book explores the connections between narrative and UX to develop a framework for creating player-centric stories in games by covering best practices in both crafts using a unified language.Games are beautiful motivation engines, and there are three primary gears that power these engines: Context, Action, and Emotion. Each of the three sections of this book will lay out the elements of narrative and UX that lead to a coherent experience, guiding the player through the game world while teaching them the systems and actions of the gameplay.This is very much intended to be a reference book emphasizing fundamentals, but also offers a deep dive into the best practices and methodologies. It will appeal to aspiring and current game narrative designers, UX designers, researchers, writers, developers, students at the graduate level, or anyone interested in expanding their understanding of player centricity or world‑building.
Game On
by Jon RadoffA never-before published look at the many possibilities of social game developmentAs one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making toolsDrills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experienceReviews what works and what doesn?t using a range of real-world scenarios as examplesAuthor Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology.Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.
Game On! (Step into Reading)
by Susan AmerikanerDisney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.
Game On! 2017: All The Best Games: Awesome Facts and Coolest Secrets
by Scholastic Imagine Publishing StaffGame On! 2017 is the second edition of this hot new annual! Features information and statistics about all of the most popular games, tips and tricks for gamers, and interviews from gaming's biggest personalities--including game developers and pro gamers! With the help of Imagine Publishing, learn how to dominate the biggest online multiplayer games and unlock the rarest trophies and achievements in different game worlds.
Game On! 2020: An AFK Book (Game On!)
by ScholasticLearn all about the hottest games coming in 2020, how they were developed, and how to beat them in Scholastic's annual gaming guide!Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hot new ones coming in 2020!Game On! 2020 is the most comprehensive guide to all the best games, tech, and streamers, featuring some of the year's greatest gaming moments and exclusive interviews with Twitch stars, YouTube legends, and game developers.This complete guide is packed with top gaming secrets, stats, tips, and tricks for all your favorite games. All games featured in Game On! 2020 are rated T for Teen or younger, keeping it appropriate for young gamers.
Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator (Tech.edu: A Hopkins Series on Education and Technology)
by Kevin BellHelping teachers take advantage of game design principles and intrinsic motivators to build more effective courses.The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More
by Dustin HansenFind out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. <P><P>Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). <P><P>Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
Game Over, Pete Watson
by Joe Schreiber Andy RashWhen videogame obsessed Pete Watson discovers his dad is not only a super-spy but has been kidnapped and is now trapped inside a video game, he has to use his super gaming skills and enter the game to rescue him. <P><P> Will he be able to save his friends and family and the entire world from giant mechanical cockroaches and a massive cyber attack set to take down the world's network? And if he succeeds, who will save Pete from his massive crush on Callie Midwood? <P><P> From the comedic mind of Joe Schreiber (Lenny Cyrus School Virus, Au Revoir Crazy European Chick, Perry's Killer Playlist), comes an action-packed Alex Rider-meets-Greg Heffley middle grade romp that grabs readers by the funny bone and doesn't let go! Illustrated throughout with black and white comic drawings by Andy Rash.
Game Over: How Nintendo Conquered the World
by David SheffMore American children recognize Super Mario, the hero of one of Nintendo's video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion--a tale of innovation and cutthroat tactics.
Game Over: Press Start To Continue
by David SheffThe history of Nintendo. How did a Japanese company that once manufactured playing cards end up capturing nearly all of America's multi-billion dollar video-game industry in the early '90s? What is it about games that feature an obstinate ape ("Donkey Kong") and an intrepid plumber ("Super Mario Bros. ") that make them so addictive to consumers of all ages? And was it inventive genius or business hardball that enabled Nintendo to gross more after taxes in 1992 than Apple, IBM, Microsoft or all the major U. S. film studios combined?
Game Physics
by David H. EberlyCreate physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.
Game Physics Cookbook
by Gabor SzauerDiscover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book • Get a comprehensive coverage of techniques to create high performance collision detection in games • Learn the core mathematics concepts and physics involved in depicting collision detection for your games • Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn • Implement fundamental maths so you can develop solid game physics • Use matrices to encode linear transformations • Know how to check geometric primitives for collisions • Build a Physics engine that can create realistic rigid body behavior • Understand advanced techniques, including the Separating Axis Theorem • Create physically accurate collision reactions • Explore spatial partitioning as an acceleration structure for collisions • Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.
Game Physics Cookbook: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games
by Gabor SzauerCollision Detection and Rigid body physics for Game DevelopmentKey FeaturesGet a comprehensive coverage of techniques to create high performance collision detection in gamesLearn the core mathematics concepts and physics involved in depicting collision detection for your gamesGet a hands-on experience of building a rigid body physics engineBook DescriptionPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You’ll begin by building a strong foundation in mathematics that will be used throughout the book. We’ll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We’ll explore advanced physics topics such as constraint solving. You’ll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!What you will learnImplement fundamental maths so you can develop solid game physicsUse matrices to encode linear transformationsKnow how to check geometric primitives for collisionsBuild a Physics engine that can create realistic rigid body behaviorUnderstand advanced techniques, including the Separating Axis TheoremCreate physically accurate collision reactionsExplore spatial partitioning as an acceleration structure for collisionsResolve rigid body collisions between primitive shapesWho this book is forThis book is for beginner to intermediate game developers. You don’t need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D.
Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game
by Ian MillingtonPhysics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne
Game Physics Pearls
by Dirk Gregorius Gino van den BergenImplementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical
Game Poems: Videogame Design as Lyric Practice
by Jordan MagnusonScholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. “Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design “Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT “[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats “Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives “For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University “In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center “Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology “A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘
Game Programming Using Qt 5 Beginner’s Guide, Second Edition: Create Amazing Games With Qt 5, C++, And Qt Quick, 2nd Edition
by Pavel StrakhovQt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games.