Mostly Codeless Game Development

Mostly Codeless Game Development

Author: Robert Ciesla

Publisher: Apress

Published: 2017-07-19

Total Pages: 233

ISBN-13: 1484229703

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Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and explores all major areas of game development in a succinct, entertaining fashion. Have you dreamed of making your own video game? Do you find the prospect daunting? Fear not. A new generation of game engines has emerged. Lengthy and complicated feats of programming are largely a thing of the past in video game development. To create commercially viable games you simply need the right tools, many of which are discussed in this book. A gigantic software team isn't a must-have prerequisite for success. The one-person operation is back. What You Will Learn Master the concepts and jargon used in game creation for the beginner Find the best game development suite for your project Make the most out of related graphics and audio production software Discover video game marketing essentials Who This Book Is For People with no programming experience who desire a career in the video game industry as producers or independent, single-person developers./div


The '80s Resurrected

The '80s Resurrected

Author: Randy Laist

Publisher: McFarland

Published: 2023-03-10

Total Pages: 235

ISBN-13: 1476686513

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The 1980s is remembered as a time of big hair, synthetic music, and microwave cookery. It is also remembered as the heyday of conservative politics, socioeconomic inequality, and moral panics. It is dichotomously remembered as either a nostalgic age of innocence or a regressive moral wasteland, depending on who you ask, and when. But, most of all, it is remembered. In retro fashion trends, in '80s-based film and television narratives, and through countless rebooted movies, video games, superheroes, and even political slogans imploring us to Make America Great Again (Again). More than merely a historical period, "the '80s" has grown into a contested myth, ever-evolving through the critical and expressive lens of popular culture. This book explores the many shapes the '80s mythos has taken across a diverse array of media. Essays examine television series such as Stranger Things, Cobra Kai, and POSE, films such as Dallas Buyers Club, Summer of '84, and Chocolate Babies, as well as video games, pop music, and toys. Collectively, these essays explore how representations of the 1980s influence the way we think about our past, our present, and our future.


The Book of Chatbots

The Book of Chatbots

Author: Robert Ciesla

Publisher: Springer Nature

Published: 2024-01-13

Total Pages: 167

ISBN-13: 3031510046

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Primitive software chatbots emerged in the 1960s, evolving swiftly through the decades and becoming able to provide engaging human-to-computer interactions sometime in the 1990s. Today, conversational technology is ubiquitous in many homes. Paired with web-searching abilities and neural networking, modern chatbots are capable of many tasks and are a major driving force behind machine learning and the quest for strong artificial intelligence, also known as artificial general intelligence (AGI). Sophisticated artificial intelligence is changing the online world as advanced software chatbots can provide customer service, research duties, and assist in healthcare. Modern chatbots have indeed numerous applications — including those of a malicious nature. They can write our essays, conduct autonomous scams, and potentially influence politics. The Book of Chatbots is both a retrospective and a review of current artificial intelligence-driven conversational solutions. It explores their appeal to businesses and individuals as well as their greater social aspects, including the impact on academia. The book explains all relevant concepts for readers with no previous knowledge in these topics. Unearthing the secrets of virtual assistants such as the (in)famous ChatGPT and many other exciting technologies, The Book of Chatbots is meant for anyone interested in the topic, laypeople and IT-enthusiasts alike.


GameMaker Game Programming with GML

GameMaker Game Programming with GML

Author: Matthew Delucas

Publisher: Packt Publishing

Published: 2014-04

Total Pages: 350

ISBN-13: 9781783559442

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A step-by-step approach to building your knowledge, starting from a simple hello world to discovering arrays, classes, and so on. Each learning point is explained in a practical way, carrying out tasks within the GameMaker development environment.If you are a GameMaker Studio developer who has little experience with writing scripts and want to expand that skill set, this is the book for you. It is assumed that you can already navigate GameMaker Studio to some degree. This book will primarily focus on scripting and the integration of scripts to aid in the production of a game and not actual game design. It is highly recommended that you have access to (or the ability to) create visual and audio assets for the examples presented.


Tricks of the Windows Game Programming Gurus

Tricks of the Windows Game Programming Gurus

Author: André LaMothe

Publisher: Sams Publishing

Published: 2002

Total Pages: 1092

ISBN-13: 9780672323690

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"Tricks of the Windows Game Programmin Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.


Developing 2D Games with Unity

Developing 2D Games with Unity

Author: Jared Halpern

Publisher: Apress

Published: 2018-11-28

Total Pages: 398

ISBN-13: 1484237722

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Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn.Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.


Working Effectively with Legacy Code

Working Effectively with Legacy Code

Author: Michael Feathers

Publisher: Prentice Hall Professional

Published: 2004-09-22

Total Pages: 457

ISBN-13: 0132931753

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Get more out of your legacy systems: more performance, functionality, reliability, and manageability Is your code easy to change? Can you get nearly instantaneous feedback when you do change it? Do you understand it? If the answer to any of these questions is no, you have legacy code, and it is draining time and money away from your development efforts. In this book, Michael Feathers offers start-to-finish strategies for working more effectively with large, untested legacy code bases. This book draws on material Michael created for his renowned Object Mentor seminars: techniques Michael has used in mentoring to help hundreds of developers, technical managers, and testers bring their legacy systems under control. The topics covered include Understanding the mechanics of software change: adding features, fixing bugs, improving design, optimizing performance Getting legacy code into a test harness Writing tests that protect you against introducing new problems Techniques that can be used with any language or platform—with examples in Java, C++, C, and C# Accurately identifying where code changes need to be made Coping with legacy systems that aren't object-oriented Handling applications that don't seem to have any structure This book also includes a catalog of twenty-four dependency-breaking techniques that help you work with program elements in isolation and make safer changes.


Programming Basics

Programming Basics

Author: Robert Ciesla

Publisher: Apress

Published: 2021-09-07

Total Pages: 171

ISBN-13: 9781484272855

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Explore the basics of the three most popular programming languages: C#, Java, and Python and see what it's like to function in today's world from the perspective of a programmer. This book's uses is highly practical approach with numerous code listings aimed at bringing generations together through the intricacies of technology. You'll learn how understanding the basics of coding benefits non-programmers working with software developers. Those in the gaming/media industry will also benefit from understanding a programmer's point of view. The same applies to software testers and even company executives, who might have an education in business instead of computer science. What You'll Learn Think and read code-listings like a programmer Gain a basic working proficiency in three popular programming languages Communicate more efficiently with programmers of all experience levels in a work-based environment Review advanced OOP concepts such as exceptions and error handling Set up your programming environments for Windows, MacOS, and Linux Who This Book Is For Those looking to discover programming, including beginners in all fields, and professionals looking to understand how code works.


The Publishing Challenge for Independent Video Game Developers

The Publishing Challenge for Independent Video Game Developers

Author: Odile Limpach

Publisher: CRC Press

Published: 2020-02-04

Total Pages: 215

ISBN-13: 1000032647

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Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.


New Technologies, Development and Application IV

New Technologies, Development and Application IV

Author: Isak Karabegović

Publisher: Springer Nature

Published: 2021-05-11

Total Pages: 1233

ISBN-13: 3030752755

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This book features papers focusing on the implementation of new and future technologies, which were presented at the International Conference on New Technologies, Development, and Application, held at the Academy of Science and Arts of Bosnia and Herzegovina in Sarajevo on June 24–26, 2021. It covers a wide range of future technologies and technical disciplines, including complex systems such as Industry 4.0; patents in industry 4.0; robotics; mechatronics systems; automation; manufacturing; cyber-physical and autonomous systems; sensors; networks; control, energy, renewable energy sources; automotive and biological systems; vehicular networking and connected vehicles; effectiveness and logistics systems; smart grids; nonlinear systems; power, social and economic systems; education; and IoT. The book New Technologies, Development and Application III is oriented toward Fourth Industrial Revolution “Industry 4.0, ”implementation which improves many aspects of human life in all segments and leads to changes in business paradigms and production models. Further, new business methods are emerging and transforming production systems, transport, delivery, and consumption, which need to be monitored and implemented by every company involved in the global market.