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  1. Unity game development essentials
    Autor*in: Goldstone, Will
    Erschienen: 2009
    Verlag:  Packt Pub., Birmingham, England

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 184719818X; 1847198198; 9781847198181; 9781847198198
    Schriftenreihe: From technologies to solutions
    Schlagworte: COMPUTERS / Computer Graphics; Computerspiel; Dreidimensionale Computergraphik; Programmierung; Computer graphics; Computer games; Three-dimensional display systems; Real-time programming; Computerspiel; Dreidimensionale Computergrafik; Programmierung
    Umfang: 1 Online-Ressource (vii, 298 p.)
    Bemerkung(en):

    Includes index

  2. Game engine architecture
    Autor*in: Gregory, Jason
    Erschienen: 2014
    Verlag:  CRC Press, Boca Raton [u.a.]

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Coburg, Zentralbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Kempten, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule München, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschulbibliothek Rosenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universitätsbibliothek Würzburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781466560017
    RVK Klassifikation: AP 15963 ; ST 320 ; ST 324
    Auflage/Ausgabe: 2. ed.
    Schlagworte: COMPUTERS / Computer Graphics; COMPUTERS / Programming / Games; Computer games; Software architecture; Computer games; COMPUTERS / Computer Graphics; COMPUTERS / Programming / Games; Computerspiel; Softwareentwicklung
    Umfang: XXVI, 1014 S., Ill., graph. Darst.
    Bemerkung(en):

    Includes bibliographical references and index

  3. Honoring the code
    conversations with great game designers
    Autor*in: Barton, Matt
    Erschienen: 2013
    Verlag:  Taylor & Francis, Boca Raton [u.a.]

    Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural... mehr

    Universitätsbibliothek Bamberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or album. Videogames aren't a waste of time. Time is a waste of videogames. I encourage you to adopt a similar attitude. Next time someone scolds you for all the time you spend gaming, please thank them sincerely for wasting theirs. Are videogames art? Considering some people still ask the same of a Picasso or a Pollock, I really don't think I'm going to be changing anybody's mind about Pac-Man. Fortunately, I don't need to do that here. I can already tell you're on my side about all this. We can appreciate videogames because we've been playing them since were old enough to roll a quarter into a slot or press play on a tape. But I want you to take one further step, and go from being a simple consumer of videogames and metamorphose into a connoisseur. As with any field of creative endeavor, there are those who wish to do more than simply experience the art. We want to know something about how it was made, and by whom, and for what reason. We wish to get into the head of the artist; understand the confluence of energy, passion, and craziness that somehow results in a masterpiece. No normal person has ever created a great videogame. Just talk to them. They think we're nuts for actually paying them to make these things. Now, that's not to say they wouldn't like more money. Then they could make more games! Oh, and eat!"--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781466567535
    RVK Klassifikation: ST 324
    Schriftenreihe: An A K Peters book
    Schlagworte: Computer games / Authorship; Computer programmers / Interviews; Computer games / Design; COMPUTERS / Computer Graphics; COMPUTERS / Programming / Games; Computerspiel; Entwickler
    Umfang: IX, 230 S., Ill.
    Bemerkung(en):

    Includes bibliographical references and index

    Honoring the code -- John Romero, architect of Doom -- Rebecca Heineman, Archmage -- Tim Cain, game designer X -- Brian Fargo, patron of Wizards -- Chris Avellone, the unconventional -- Chris Taylor, the problem solver -- Howard Scott Warshaw, the sad clown -- Jon Hare, the rock and roller -- Ralph Baer, the father of videogames -- David Fox, the mindbender -- George Sanger, the fat man -- Mark Soderwall, mentor of graphic artists -- Megan Gaiser and Rob Riedl, gamemaking for girls -- Paul Reiche and Fred Ford, the toymakers of gaming

  4. Unity 3D game development by example
    beginner's guide
    Erschienen: 2010
    Verlag:  Packt Pub., Birmingham, UK

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849690553; 1849690553
    Schlagworte: COMPUTERS / Computer Graphics; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Programmierung; Computerspiel
    Umfang: 1 online resource (ix, 364 pages), illustrations
    Bemerkung(en):

    Print version record

    In Detail Beginner game developers are wonderfully optimistic, passionate, and ambitious. But that ambition is often dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Some of the most popular games in recent memory - Doodle Jump, Paper Toss, and Canabalt, to name a few - have been fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity 3D, starting today. This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.

    This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.

    This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games. Approach The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions - that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine. Who this book is for If you've ever wanted to develop games, but have never felt "smart" enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro

  5. Unity 3D game development by example
    beginner's guide
    Erschienen: c2010
    Verlag:  Packt Pub., Birmingham, UK

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1849690545; 1849690553; 9781849690546; 9781849690553
    Schlagworte: COMPUTERS / Computer Graphics; Computer games / Programming; Computer graphics; Three-dimensional display systems; Computer games / Programming; Computer graphics; Three-dimensional display systems; Computer graphics; Computer games; Three-dimensional display systems; Computerspiel; Programmierung
    Umfang: 1 Online-Ressource (ix, 364 p.)
    Bemerkung(en):

    "A seat-of-your-pants manual for building fun, groovy little games quickly."

    Includes bibliographical reference and index

  6. GPGPU programming for games and science
    Erschienen: 2015
    Verlag:  CRC Press, Boca Raton, Fla. [u.a.]

    "This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice,... mehr

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 14 B 7294
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Ilmenau
    INF ST 170 E16
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Leipzig
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Mittweida (FH), Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Württembergische Landesbibliothek
    64/17996
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice, and software engineering and includes many algorithm examples and high-quality source code to illustrate the concepts. A fully featured engine for computing and graphics helps readers avoid having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming"--

     

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 1466595353; 9781466595354
    RVK Klassifikation: ST 230
    Schlagworte: Graphics processing units; COMPUTERS / General; COMPUTERS / Computer Graphics; COMPUTERS / Programming / Games; Graphics processing units
    Umfang: XXVI, 441 S., Ill., graph. Darst.
    Bemerkung(en):

    Includes bibliographical references and index