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  1. An architectural approach to level design
    Erschienen: 2014
    Verlag:  CRC Press, Boca Raton, Florida

    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781466585423; 9781466585416
    RVK Klassifikation: ST 230
    Auflage/Ausgabe: Online-Ausg.
    Schlagworte: Level design (Computer science); Software architecture
    Umfang: Online-Ressource (1 online resource (456 pages)), illustrations (some color)
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    Description based on print version record

  2. An architectural approach to level design
    Erschienen: 2014
    Verlag:  CRC Press, Boca Raton, Florida

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781466585416; 9781466585423
    Schlagworte: Level design (Computer science); Software architecture; Entwurf; Design; Computerspiel; Softwarearchitektur; Architektur
    Weitere Schlagworte: Electronic books
    Umfang: 1 Online-Ressource (456 pages)
  3. An architectural approach to level design
    Erschienen: [2014]; © 2014
    Verlag:  CRC Press, Boca Raton, FL

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781466585423; 1466585420
    Weitere Identifier:
    RVK Klassifikation: ST 324
    Schriftenreihe: An A. K. Peters book
    Schlagworte: Level design (Computer science); Software architecture; Architektur; Entwurf; Computerspiel; Softwarearchitektur; Design
    Umfang: 1 Online-Ressourc (XXXIV, 433 Seiten), Illustrationen, Diagramme
  4. Architectural approach to level design
    Erschienen: 2019
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton ; Taylor & Francis Group, London

    Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of... mehr

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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781351116282; 1351116282; 9781351116305; 1351116304; 9781351116275; 1351116274; 9781351116299; 1351116290
    Weitere Identifier:
    Auflage/Ausgabe: Second edition
    Schlagworte: Computerspiel; Softwarearchitektur; Design; Level design (Computer science); Software architecture
    Umfang: 1 Online-Ressource
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    Includes bibliographical references and index

  5. Programmed visions
    software and memory
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor... mehr

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    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor itself.

     

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  6. Game engine architecture
    Autor*in: Gregory, Jason
    Erschienen: [2019]
    Verlag:  CRC Press, Boca Raton

    Karlsruher Institut für Technologie, KIT-Bibliothek
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1351974289; 9781351974288; 1315267845; 9781315267845
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: Third edition
    Schlagworte: Software architecture; Computer games; Computer games; Software architecture; Computer games; Computer games
    Umfang: 1 Online-Ressource
    Bemerkung(en):

    Includes bibliographical references and index

  7. Game engine architecture
    Autor*in: Gregory, Jason
    Erschienen: [2019]; © 2019
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton

    In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine... mehr

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Hochschule Mittweida (FH), Hochschulbibliothek
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    In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Preface -- I Foundations -- 1 Introduction -- 1.1 Structure of a Typical Game Team -- 1.2 What Is a Game? -- 1.3 What Is a Game Engine? -- 1.4 Engine Differences across Genres -- 1.5 Game Engine Survey -- 1.6 Runtime Engine Architecture -- 1.7 Tools and the Asset Pipeline -- 2 Tools of the Trade -- 2.1 Version Control -- 2.2 Compilers, Linkers and IDEs -- 2.3 Profiling Tools -- 2.4 Memory Leak and Corruption Detection -- 2.5 Other Tools -- 3 Fundamentals of Software Engineering for Games -- 3.1 C++ Review and Best Practices -- 3.2 Catching and Handling Errors -- 3.3 Data, Code and Memory Layout -- 3.4 Computer Hardware Fundamentals -- 3.5 Memory Architectures -- 4 Parallelism and Concurrent Programming -- 4.1 Defining Concurrency and Parallelism -- 4.2 Implicit Parallelism -- 4.3 Explicit Parallelism -- 4.4 Operating System Fundamentals -- 4.5 Introduction to Concurrent Programming -- 4.6 Thread Synchronization Primitives -- 4.7 Problems with Lock-Based Concurrency -- 4.8 Some Rules of Thumb for Concurrency -- 4.9 Lock-Free Concurrency -- 4.10 SIMD/Vector Processing -- 4.11 Introduction to GPGPU Programming -- 5 3D Math for Games -- 5.1 Solving 3D Problems in 2D -- 5.2 Points and Vectors -- 5.3 Matrices -- 5.4 Quaternions -- 5.5 Comparison of Rotational Representations -- 5.6 Other Useful Mathematical Objects -- 5.7 Random Number Generation -- II Low-Level Engine Systems -- 6 Engine Support Systems -- 6.1 Subsystem Start-Up and Shut-Down -- 6.2 Memory Management -- 6.3 Containers -- 6.4 Strings -- 6.5 Engine Configuration -- 7 Resources and the File System -- 7.1 File System -- 7.2 The Resource Manager -- 8 The Game Loop and Real-Time Simulation -- 8.1 The Rendering Loop -- 8.2 The Game Loop -- 8.3 Game Loop Architectural Styles -- 8.4 Abstract Timelines 8.5 Measuring and Dealing with Time -- 8.6 Multiprocessor Game Loops -- 9 Human Interface Devices -- 9.1 Types of Human Interface Devices -- 9.2 Interfacing with a HID -- 9.3 Types of Inputs -- 9.4 Types of Outputs -- 9.5 Game Engine HID Systems -- 9.6 Human Interface Devices in Practice -- 10 Tools for Debugging and Development -- 10.1 Logging and Tracing -- 10.2 Debug Drawing Facilities -- 10.3 In-Game Menus -- 10.4 In-Game Console -- 10.5 Debug Cameras and Pausing the Game -- 10.6 Cheats -- 10.7 Screenshots and Movie Capture -- 10.8 In-Game Profiling -- 10.9 In-Game Memory Stats and Leak Detection -- III Graphics, Motion and Sound -- 11 The Rendering Engine -- 11.1 Foundations of Depth-Buffered Triangle Rasterization -- 11.2 The Rendering Pipeline -- 11.3 Advanced Lighting and Global Illumination -- 11.4 Visual Effects and Overlays -- 11.5 Further Reading -- 12 Animation Systems -- 12.1 Types of Character Animation -- 12.2 Skeletons -- 12.3 Poses -- 12.4 Clips -- 12.5 Skinning and Matrix Palette Generation -- 12.6 Animation Blending -- 12.7 Post-Processing -- 12.8 Compression Techniques -- 12.9 The Animation Pipeline -- 12.10 Action State Machines -- 12.11 Constraints -- 13 Collision and Rigid Body Dynamics -- 13.1 Do You Want Physics in Your Game? -- 13.2 Collision/Physics Middleware -- 13.3 The Collision Detection System -- 13.4 Rigid Body Dynamics -- 13.5 Integrating a Physics Engine into Your Game -- 13.6 Advanced Physics Features -- 14 Audio -- 14.1 The Physics of Sound -- 14.2 The Mathematics of Sound -- 14.3 The Technology of Sound -- 14.4 Rendering Audio in 3D -- 14.5 Audio Engine Architecture -- 14.6 Game-Specific Audio Features -- IV Gameplay -- 15 Introduction to Gameplay Systems -- 15.1 Anatomy of a Game World -- 15.2 Implementing Dynamic Elements: Game Objects -- 15.3 Data-Driven Game Engines -- 15.4 The Game World Editor 16 Runtime Gameplay Foundation Systems -- 16.1 Components of the Gameplay Foundation System -- 16.2 Runtime Object Model Architectures -- 16.3 World Chunk Data Formats -- 16.4 Loading and Streaming Game Worlds -- 16.5 Object References and World Queries -- 16.6 Updating Game Objects in Real Time -- 16.7 Applying Concurrency to Game Object Updates -- 16.8 Events and Message-Passing -- 16.9 Scripting -- 16.10 High-Level Game Flow -- V Conclusion -- 17 You Mean There's More? -- 17.1 Some Engine Systems We Didn't Cover -- 17.2 Gameplay Systems -- Bibliography -- Index

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781351974288
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: Third edition
    Schriftenreihe: An A.K. Peters book
    Schlagworte: Computer games; Software architecture; Computer games; Computer games ; Programming ; Computer programs; Software architecture; Computer games ; Design; Electronic books
    Umfang: 1 Online-Ressource (xviii, 1200 Seiten, 21 ungezählte Seiten), Illustrationen, Diagramme
    Bemerkung(en):

    Literaturverzeichnis: Seite 1167-1170

  8. Programmed visions
    software and memory
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor... mehr

    Zugang:
    Resolving-System (kostenfrei)
    Resolving-System (kostenfrei)
    Max-Planck-Institut für Wissenschaftsgeschichte, Bibliothek
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Hochschule für Bildende Künste Dresden, Bibliothek
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    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
    MIT Press Abo im Sachsenkonsortium
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Universitätsbibliothek Heidelberg
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    Hochschule für Technik, Wirtschaft und Kultur Leipzig, Hochschulbibliothek
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    Universitätsbibliothek Leipzig
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    Universitätsbibliothek Osnabrück
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    Universitätsbibliothek der Eberhard Karls Universität
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    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor itself.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format