pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use...
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pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations
Electronic reproduction Available via World Wide Web
The Guide to Computer Simulations and Games; About the Authors; About the Technical Editor; Credits; Acknowledgments; Contents; Introduction; Part I Context; Chapter 1 Spoilers; A Sneak Peek at Simulations …; Microsimulation of Traffi c Flow; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; GRI VROV Simulator; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; …And Games …; Mario Kart; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Portal 2
OverviewGoals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; … For Education and Training; Coole Immersive SRT; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Real Lives; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; FloodSim; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Foldit; Overview; Goals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; The Booze Cruise
OverviewGoals/Purpose/Use; Structure; Interaction (Gameplay); Features; What Is Being Simulated; Summary; Concepts; Terminology; References, Notes, and Other Resources; Chapter 2 Fundamentals; Why Definitions Matter; Modeling versus Simulation; What Is a Simulation?; Simulations and Games before Computers; Games; Simulations; Brief History of Computer Simulation; Video Games; Serious Games; Summary; Concepts; Terminology; References, Notes, and Other Resources; Notes; References; Chapter 3 Going Digital; Traditional versus Digital Simulations in Education; What Is an Educational Simulation?
Brief History of Educational SimulationsThe Edutainment Era; The Education Simulation-Game Continuum; What Is a Game?; The Problem with Reality; All Games Are Simulations; Synergy: Analog Sims and Games Meet Computer Simulations and Games; What They Share; How Going Digital Changes Things; Base Model; Rules; Affordances; Validity; Closure; Summary; Concepts; Terminology; References, Notes, and Other Resources; Definition of Game; References; Chapter 4 How Programs Work; Demystification; Algorithms; Example 1: A Bad Algorithm and Basic Flowcharts
Example 2: Navigating an Automated Telephone Answering System: Decisions, Input, OutputGeneral Design Considerations; Example 3: Mowing the Lawn: Modules; Example 4: Making an Egg Salad: Iteration, Complexity, and Parameters; Summary; Concepts; Terminology; Notes and Other Resources; Part II It's About Time; Chapter 5 The Stuff of Which Simulations Are Made; The Passage of Time; Continuous Simulations; Discrete Simulations; When Discrete Becomes Continuous; Hybrid Simulations; How Simulations Advance Time; States and Events; Designing a Simulation; Deciding What's Important; Needs Analysis