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  1. Learning C# by Programming Games
    Published: 2019
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783662592526; 3662592525
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    RVK Categories: ST 250
    DDC Categories: 793; 004
    Edition: 2nd ed. 2019
    Subjects: C sharp; Computerspiel; Programmierung; Computer programming; Compilers (Computer programs); Microcomputers; Multimedia systems; Programming Techniques; Compilers and Interpreters; Personal Computing; Multimedia Information Systems
    Scope: 1 Online-Ressource (XXVI, 512 Seiten), 66 illus., 34 illus. in color.
  2. Learning C# by programming games
    Published: [2019]; © 2019
    Publisher:  Springer, Berlin

    Technische Hochschule Augsburg
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783662592526
    Other identifier:
    RVK Categories: ST 250 ; ST 324
    Edition: Second edition
    Subjects: Programming Techniques; Programming Languages, Compilers, Interpreters; Personal Computing; Multimedia Information Systems; Computer programming; Programming languages (Electronic computers); Personal computers; Multimedia information systems; Computerspiel; C sharp; Programmierung
    Scope: 1 Online-Ressource (xxvi, 512 Seiten), Illustrationen, Diagramme (teilweise farbig)
  3. Learning C# by programming games
    Published: 2013
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Bayreuth
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    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642365799; 9783642365805
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    9783642365805
    RVK Categories: ST 250 ; ST 324
    DDC Categories: 320; 004
    Subjects: C sharp; Programmierung; Computerspiel
    Scope: 1 Online-Ressource
  4. Learning C# by programming games
    Published: 2013
    Publisher:  Springer, Berlin [u.a.]

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642365799; 9783642365805
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    9783642365805
    RVK Categories: ST 250 ; ST 324
    DDC Categories: 320; 004
    Subjects: C sharp; Programmierung; Computerspiel
    Scope: 1 Online-Ressource
  5. Motion in games
    first international workshop ; revised papers
  6. Learning C# by programming games
    Published: [2019]; © 2019
    Publisher:  Springer, Berlin

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    TU Berlin, Universitätsbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783662592526
    Other identifier:
    RVK Categories: ST 250 ; ST 324
    Edition: Second edition
    Subjects: Programming Techniques; Programming Languages, Compilers, Interpreters; Personal Computing; Multimedia Information Systems; Computer programming; Programming languages (Electronic computers); Personal computers; Multimedia information systems; Computerspiel; C sharp; Programmierung
    Scope: 1 Online-Ressource (xxvi, 512 Seiten), Illustrationen, Diagramme (teilweise farbig)
  7. Motion in games
    second international workshop ; proceedings
    Contributor: Egges, Arjan (Mitwirkender)
    Published: 2009
    Publisher:  Springer, Berlin

  8. Learning C# by Programming Games
  9. Building JavaScript Games
    For Phones, Tablets, and Desktop
    Author: Egges, Arjan
    Published: 2014
    Publisher:  Apress, Berkeley, CA

    Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup. The four games you?ll develop from reading this book are: Painter Jewel Jam Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play. The approach in Building JavaScript Games follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you?ll develop four well-designed games, making Building JavaScript Games one of the most enjoyable ways there is to learn about programming browser-based games Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup. The four games you’ll develop from reading this book are: Painter Jewel Jam Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play.  The approach in Building JavaScript Games follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you’ll develop four well-designed games, making Building JavaScript Games one of the most enjoyable ways there is to learn about programming browser-based games. 

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430265399
    Other identifier:
    RVK Categories: ST 250
    Subjects: Computer science
    Scope: Online-Ressource (XXVII, 444 p. 91 illus), online resource
    Notes:

    Description based upon print version of record

    Contents at a Glance; Introduction; Part I: Getting Started; Chapter 1: Programming; Computers and Programs; Processor and Memory; Programs; The Early Days: Imperative Programming; Procedural Programming: Imperative + Procedures; Object-Oriented Programming: Procedural + Objects; Web Applications; Programming Games; Developing Games; Small Scale: Edit-Interpret-Run; Large Scale: Design-Specify-Implement; Building Your First Web Application; The HTML5 Canvas; JavaScript in a Separate File; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World

    The Game LoopBuilding a Game Application in JavaScript; The Structure of a Program; Types of Applications; Functions; Syntax Diagrams; Calling a Function; Update and Draw; Program Layout; Comments; Instructions vs. Lines; Whitespace and Indentation; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types; Declaration and Assignment of Variables; Global Variables and Strict Mode; Instructions and Expressions; Operators and More Complex Expressions; Arithmetic Operators; Priority of Operators; Assigning a Function to a Variable

    Variables Composed of Multiple ValuesThe MovingSquare Game; Scope of Variables; What You Have Learned; Chapter 4: Game Assets; Locating Sprites; Loading Sprites; Drawing Sprites; Moving Sprites; Loading and Drawing Multiple Sprites; Music and Sounds; What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; A Sprite Following the Mouse Pointer; Retrieving the Mouse Position; Changing the Origin of a Sprite; Using the Mouse Position to Rotate the Cannon Barrel; What You Have Learned; Chapter 6: Reacting to Player Input; Objects in Games

    Loading SpritesHandling a Key-Down Event; Conditional Execution; Comparison Operators; Logic Operators; The Boolean Type; Aiming the Barrel at the Mouse Pointer; A Number of Different Alternatives; Toggling the Cannon Barrel's Behavior; What You Have Learned; Chapter 7: Basic Game Objects; Using Separate JavaScript Files; Loading Game Assets the Wrong Way; Methods and Functions; Loading Game Assets the Right Way; Writing a More Efficient Game Loop; Separating Generic Code from Game-Specific Code; Adding a Ball to the Game World; Creating the Ball; Shooting the Ball; Updating the Ball

    What You Have LearnedChapter 8: Game Object Types; Creating Multiple Objects of the Same Type; Constructing Game Objects as Part of the Game World; Writing a Class with Multiple Instances; Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; Drawing the Cans on the Screen; Representing Positions and Velocities as Vectors; Default Values for Parameters; What You Have Learned; Chapter 9: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Read-Only Properties; Retrieving the Color of the Cannon

    Handling Collisions between the Ball and the Cans

  10. Learning C# by Programming Games
    Author: Egges, Arjan
    Published: 2013
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java.  An excellent free programming environment is available for C#, as well as a game programming... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Zentrale Hochschulbibliothek Lübeck
    KaufEBook202103
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
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    Universitätsbibliothek Osnabrück
    No inter-library loan

     

    C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java.  An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642365805
    Other identifier:
    RVK Categories: ST 250 ; ST 324
    Subjects: Computer science; Multimedia systems
    Scope: XXII, 443 p. 97 illus., 30 illus. in color
    Notes:

    Description based upon print version of record

    Learning C# by Programming Games; Preface; Introduction; Required Materials and Tools; Using this Book as a Basis for a Programming Course; Acknowledgements; Contents; Part I: Getting Started; Chapter 1: Building Your First Game Application; 1.1 Structure of This Book; 1.2 Getting and Installing the Tools; 1.3 Creating Your First Game Application; 1.4 Running the Newly Created Project; 1.5 Projects and Solutions; 1.6 Running the Examples in This Book; 1.7 What You Have Learned; Chapter 2: Programming; 2.1 Introduction; 2.2 Computers and Programs; 2.2.1 Processor and Memory; 2.2.2 Programs

    2.3 Programming Languages2.3.1 The Early Days: Imperative Programming; 2.3.2 Procedural Programming: Imperative + Procedures; 2.3.3 Object-Oriented Programming: Procedural + Objects; 2.3.4 Java; 2.3.5 C#; 2.4 Translating a Program; 2.4.1 Assembler; 2.4.2 Compiler; 2.4.3 Interpreter; 2.4.4 Compiler + Interpreter; 2.4.5 Compiler + Compiler; 2.5 Programming Games; 2.5.1 Games Are Special Programs; 2.5.2 Game Engines; 2.5.3 The XNA Game Engine; 2.6 Developing Games; 2.6.1 Small Scale: Edit-Compile-Run; 2.6.2 Large Scale: Design-Specify-Implement; 2.7 What You Have Learned

    Chapter 3: Game Programming Basics3.1 Introduction; 3.2 Building Blocks of a Game; 3.2.1 The Game World; 3.2.2 The Game Loop: Updating and Drawing; 3.2.3 The Game Loop in XNA; 3.3 The Structure of a Program; 3.3.1 The Basic Game Application in More Detail; 3.3.2 Other Types of Applications; 3.3.3 A Method: A Group of Instructions with a Name; 3.3.4 A Class: A Group of Methods with a Name; 3.3.5 Syntax Diagrams; 3.3.6 Namespaces; 3.3.7 A Compilation Unit: A Group of Classes in a Text File; 3.3.8 Relying on Other Classes; 3.3.9 Subclasses: A Special Version of Another Class

    3.3.10 Calling a Method3.3.11 Update and Draw; 3.3.12 Different Kinds of Methods; 3.3.13 The Graphics Device; 3.4 Program Layout; 3.4.1 Comments; 3.4.2 Layout; 3.4.3 Whitespace and Indentation; 3.5 What You Have Learned; Chapter 4: Creating a Game World; 4.1 Introduction; 4.2 Basic Types and Variables; 4.2.1 Types: Different Kinds of Structured Information; 4.2.2 Declaration and Assignment of Variables; 4.2.3 Instructions and Expressions; 4.2.4 Arithmetic Operators; 4.2.5 Priority of Operators; 4.2.6 Other Numerical Types; 4.2.7 Declaration and Initialization of const Variables

    4.2.8 DiscoWorld: A Changing Background Color4.2.9 Scope of Variables; 4.2.10 Setting the Background Color; 4.3 Managing Game Assets; 4.3.1 Introduction; 4.3.2 Locating Sprites; 4.3.3 Loading Sprites; 4.3.4 Drawing Sprites; 4.3.5 Adding a Background Sprite; 4.3.6 Music and Sounds; 4.4 What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; 5.1 Introduction; 5.2 A Sprite Following the Mouse Pointer; 5.2.1 Retrieving the Mouse Position; 5.2.2 Methods and Properties; 5.2.3 Changing the Origin of a Sprite; 5.3 Classes, Types, and Objects

    5.3.1 Methods and Properties Can Manipulate an Object

  11. Motion in Games
    First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers
    Contributor: Egges, Arjan (Herausgeber); Kamphuis, Arno (Herausgeber); Overmars, Mark (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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  12. Motion in Games
    Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009
    Contributor: Egges, Arjan (Herausgeber); Geraerts, Roland (Herausgeber); Overmars, Mark (Herausgeber)
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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  13. Learning C# by Programming Games
    Published: 2013
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642365805; 3642365809
    Other identifier:
    RVK Categories: ST 250
    DDC Categories: 793; 004
    Edition: 1st ed. 2013
    Subjects: C sharp; Computerspiel; Programmierung; Computer programming; Compilers (Computer programs); Microcomputers; Multimedia systems; Programming Techniques; Compilers and Interpreters; Personal Computing; Multimedia Information Systems
    Scope: 1 Online-Ressource (XXII, 443 Seiten)
  14. Swift Game Programming for Absolute Beginners
    Author: Egges, Arjan
    Published: 2015
    Publisher:  Apress, Berkeley, CA

    Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time - a double win! The four games you’ll... more

    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time - a double win! The four games you’ll develop while reading this book are: Painter Tut’s Tomb Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You’ll get professionally drawn sprites and imagery that’ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You’ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you’ll learn the language, but always in the context of fun and games. Swift is Apple’s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484206508
    Other identifier:
    RVK Categories: ST 240 ; ST 324 ; ST 250
    Subjects: Computer science
    Scope: Online-Ressource (380 p), online resource
  15. Motion in games
    first international workshop ; revised papers
    Contributor: Egges, Arjan (Herausgeber)
    Published: 2008
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Ostwestfalen-Lippe, Service Kommunikation Information Medien
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    Source: Union catalogues
    Contributor: Egges, Arjan (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540892199; 3540892192
    Other identifier:
    9783540892199
    Series: Lecture notes in computer science ; 5277
    Subjects: Computerspiel; Erweiterte Realität <Informatik>; Graphische Benutzeroberfläche; Infotainment; Computerspiel; Edutainment; 3D-Grafik-Software; Graphische Benutzeroberfläche; Computerspiel; Graphische Benutzeroberfläche; Dreidimensionale Computergrafik; Computeranimation; Computerspiel; Mehragentensystem; Soft Computing
    Scope: IX, 255 S., Ill., graph. Darst
    Notes:

    Literaturangaben

  16. Motion in games
    first international workshop ; revised papers
    Contributor: Egges, Arjan (Hrsg.)
    Published: 2008
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Ostwestfalen-Lippe, Service Kommunikation Information Medien
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    Source: Union catalogues
    Contributor: Egges, Arjan (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540892199; 3540892192
    Other identifier:
    9783540892199
    DDC Categories: 004; 793
    Series: Lecture notes in computer science ; 5277
    Subjects: Soft Computing; Erweiterte Realität <Informatik>; Infotainment; Computerspiel; Dreidimensionale Computergrafik; Graphische Benutzeroberfläche; Computeranimation; Mehragentensystem; Edutainment; 3D-Grafik-Software
    Scope: IX, 255 S., Ill., graph. Darst.
    Notes:

    Literaturangaben

  17. Motion in Games
    Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings
    Author: Egges, Arjan
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Avoidance Behaviour -- Collision Avoidance between Avatars of Real and Virtual Individuals -- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds -- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games -- A... more

    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
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    Avoidance Behaviour -- Collision Avoidance between Avatars of Real and Virtual Individuals -- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds -- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games -- A Predictive Collision Avoidance Model for Pedestrian Simulation -- Behaviour and Affect -- Applying Affect Recognition in Serious Games: The PlayMancer Project -- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences -- Crowd Simulation -- Data Driven Evaluation of Crowds -- Variety Is the Spice of (Virtual) Life -- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic -- Motion Analysis and Synthesis -- A Velocity-Curvature Space Approach for Walking Motions Analysis -- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing -- Real-Time Character Control for Wrestling Games -- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments -- Navigation and Steering -- A Semantic Navigation Model for Video Games -- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms -- Data Based Steering of Virtual Human Using a Velocity-Space Approach -- Path Abstraction for Combined Navigation and Animation -- Camera Planning in Virtual Environments Using the Corridor Map Method -- Physics -- Adaptive Physics–Inspired Facial Animation -- Evolved Controllers for Simulated Locomotion -- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions -- Rendering and Video -- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments -- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264. This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video. .

     

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    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 5884
    Array
    Subjects: Computer science; Optical pattern recognition; Computer Science; Computer simulation; Computer vision; Computer graphics; Human-computer interaction.; Image processing; User interfaces (Computer systems).; Pattern recognition systems.; Interactive multimedia.; Multimedia systems.
    Scope: Online-Ressource (digital)
  18. Learning C# by Programming Games
    Author: Egges, Arjan
    Published: 2013
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

    C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming... more

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    C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and

     

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    ISBN: 9783642365805
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    RVK Categories: ST 250 ; ST 324
    Series: Array
    Subjects: Computer science; Multimedia systems; Computer Science; Computer science; Multimedia systems
    Scope: Online-Ressource (XXII, 443 p. 97 illus., 30 illus. in color, digital)
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    Learning C# by Programming Games; Preface; Introduction; Required Materials and Tools; Using this Book as a Basis for a Programming Course; Acknowledgements; Contents; Part I: Getting Started; Chapter 1: Building Your First Game Application; 1.1 Structure of This Book; 1.2 Getting and Installing the Tools; 1.3 Creating Your First Game Application; 1.4 Running the Newly Created Project; 1.5 Projects and Solutions; 1.6 Running the Examples in This Book; 1.7 What You Have Learned; Chapter 2: Programming; 2.1 Introduction; 2.2 Computers and Programs; 2.2.1 Processor and Memory; 2.2.2 Programs

    2.3 Programming Languages2.3.1 The Early Days: Imperative Programming; 2.3.2 Procedural Programming: Imperative + Procedures; 2.3.3 Object-Oriented Programming: Procedural + Objects; 2.3.4 Java; 2.3.5 C#; 2.4 Translating a Program; 2.4.1 Assembler; 2.4.2 Compiler; 2.4.3 Interpreter; 2.4.4 Compiler + Interpreter; 2.4.5 Compiler + Compiler; 2.5 Programming Games; 2.5.1 Games Are Special Programs; 2.5.2 Game Engines; 2.5.3 The XNA Game Engine; 2.6 Developing Games; 2.6.1 Small Scale: Edit-Compile-Run; 2.6.2 Large Scale: Design-Specify-Implement; 2.7 What You Have Learned

    Chapter 3: Game Programming Basics3.1 Introduction; 3.2 Building Blocks of a Game; 3.2.1 The Game World; 3.2.2 The Game Loop: Updating and Drawing; 3.2.3 The Game Loop in XNA; 3.3 The Structure of a Program; 3.3.1 The Basic Game Application in More Detail; 3.3.2 Other Types of Applications; 3.3.3 A Method: A Group of Instructions with a Name; 3.3.4 A Class: A Group of Methods with a Name; 3.3.5 Syntax Diagrams; 3.3.6 Namespaces; 3.3.7 A Compilation Unit: A Group of Classes in a Text File; 3.3.8 Relying on Other Classes; 3.3.9 Subclasses: A Special Version of Another Class

    3.3.10 Calling a Method3.3.11 Update and Draw; 3.3.12 Different Kinds of Methods; 3.3.13 The Graphics Device; 3.4 Program Layout; 3.4.1 Comments; 3.4.2 Layout; 3.4.3 Whitespace and Indentation; 3.5 What You Have Learned; Chapter 4: Creating a Game World; 4.1 Introduction; 4.2 Basic Types and Variables; 4.2.1 Types: Different Kinds of Structured Information; 4.2.2 Declaration and Assignment of Variables; 4.2.3 Instructions and Expressions; 4.2.4 Arithmetic Operators; 4.2.5 Priority of Operators; 4.2.6 Other Numerical Types; 4.2.7 Declaration and Initialization of const Variables

    4.2.8 DiscoWorld: A Changing Background Color4.2.9 Scope of Variables; 4.2.10 Setting the Background Color; 4.3 Managing Game Assets; 4.3.1 Introduction; 4.3.2 Locating Sprites; 4.3.3 Loading Sprites; 4.3.4 Drawing Sprites; 4.3.5 Adding a Background Sprite; 4.3.6 Music and Sounds; 4.4 What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; 5.1 Introduction; 5.2 A Sprite Following the Mouse Pointer; 5.2.1 Retrieving the Mouse Position; 5.2.2 Methods and Properties; 5.2.3 Changing the Origin of a Sprite; 5.3 Classes, Types, and Objects

    5.3.1 Methods and Properties Can Manipulate an Object

  19. Swift Game Programming for Absolute Beginners
    Author: Egges, Arjan
    Published: 2015
    Publisher:  Apress, Berkeley, CA

    Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time - a double win! The four games you’ll... more

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    Swift Game Programming for Absolute Beginners teaches Apple’s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time - a double win! The four games you’ll develop while reading this book are: Painter Tut’s Tomb Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You’ll get professionally drawn sprites and imagery that’ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You’ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you’ll learn the language, but always in the context of fun and games. Swift is Apple’s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you’ll ever have in stepping over the threshold toward eventual mastery of the language

     

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    Subjects: Computer science; Computer Science
    Scope: Online-Ressource (380 p, online resource)
  20. Building JavaScript Games
    For Phones, Tablets, and Desktop
    Author: Egges, Arjan
    Published: 2014
    Publisher:  Apress, Berkeley, CA

    Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for... more

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    Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup. The four games you?ll develop from reading this book are: Painter Jewel Jam Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play. The approach in Building JavaScript Games follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you?ll develop four well-designed games, making Building JavaScript Games one of the most enjoyable ways there is to learn about programming browser-based games Building JavaScript Games teaches game programming through a series of engaging, arcade-style games that quickly expand your JavaScript and HTML5 skills. JavaScript is in the top ten most-used programming languages world wide, and is the basis for applications that can run in any modern browser, on any device from smart phone to tablet to PC. Especial emphasis is given to touch-based interface, but all games also run using a regular mouse and keyboard setup. The four games you’ll develop from reading this book are: Painter Jewel Jam Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, puzzle, maze, and platform styles of game play. The approach in Building JavaScript Games follows the basic structure of a game rather than the syntax of a language. From almost the very first chapter you are building games to run on your phone or other device and show to your friends. Successive projects teach about handling player input, manipulating game objects, designing game worlds, managing levels, and realism through physics. All told, you’ll develop four well-designed games, making Building JavaScript Games one of the most enjoyable ways there is to learn about programming browser-based games.

     

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    Contents at a Glance; Introduction; Part I: Getting Started; Chapter 1: Programming; Computers and Programs; Processor and Memory; Programs; The Early Days: Imperative Programming; Procedural Programming: Imperative + Procedures; Object-Oriented Programming: Procedural + Objects; Web Applications; Programming Games; Developing Games; Small Scale: Edit-Interpret-Run; Large Scale: Design-Specify-Implement; Building Your First Web Application; The HTML5 Canvas; JavaScript in a Separate File; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World

    The Game LoopBuilding a Game Application in JavaScript; The Structure of a Program; Types of Applications; Functions; Syntax Diagrams; Calling a Function; Update and Draw; Program Layout; Comments; Instructions vs. Lines; Whitespace and Indentation; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types; Declaration and Assignment of Variables; Global Variables and Strict Mode; Instructions and Expressions; Operators and More Complex Expressions; Arithmetic Operators; Priority of Operators; Assigning a Function to a Variable

    Variables Composed of Multiple ValuesThe MovingSquare Game; Scope of Variables; What You Have Learned; Chapter 4: Game Assets; Locating Sprites; Loading Sprites; Drawing Sprites; Moving Sprites; Loading and Drawing Multiple Sprites; Music and Sounds; What You Have Learned; Part II: Creating Colorful Games; Chapter 5: Knowing What the Player Is Doing; A Sprite Following the Mouse Pointer; Retrieving the Mouse Position; Changing the Origin of a Sprite; Using the Mouse Position to Rotate the Cannon Barrel; What You Have Learned; Chapter 6: Reacting to Player Input; Objects in Games

    Loading SpritesHandling a Key-Down Event; Conditional Execution; Comparison Operators; Logic Operators; The Boolean Type; Aiming the Barrel at the Mouse Pointer; A Number of Different Alternatives; Toggling the Cannon Barrel's Behavior; What You Have Learned; Chapter 7: Basic Game Objects; Using Separate JavaScript Files; Loading Game Assets the Wrong Way; Methods and Functions; Loading Game Assets the Right Way; Writing a More Efficient Game Loop; Separating Generic Code from Game-Specific Code; Adding a Ball to the Game World; Creating the Ball; Shooting the Ball; Updating the Ball

    What You Have LearnedChapter 8: Game Object Types; Creating Multiple Objects of the Same Type; Constructing Game Objects as Part of the Game World; Writing a Class with Multiple Instances; Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; Drawing the Cans on the Screen; Representing Positions and Velocities as Vectors; Default Values for Parameters; What You Have Learned; Chapter 9: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Read-Only Properties; Retrieving the Color of the Cannon

    Handling Collisions between the Ball and the Cans

  21. Learning C# by Programming Games
    Author: Egges, Arjan
    Published: 2013
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Scope: XXII, 443 p. 97 illus., 30 illus. in color
  22. Learning C# by Programming Games
    Author: Egges, Arjan
    Published: 2013
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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  23. Swift Game Programming for Absolute Beginners
    Author: Egges, Arjan
    Published: 2015
    Publisher:  Apress, Berkeley, CA

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    RVK Categories: ST 240 ; ST 250 ; ST 324
    Subjects: Compiler; Computerspiel; Informatik; Swift <Programmiersprache>; Programmiersprache
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  24. Motion in Games
    First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
    Contributor: Egges, Arjan (Publisher)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Contributor: Egges, Arjan (Publisher)
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    ISBN: 9783540892205
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    Series: Lecture Notes in Computer Science ; 5277
    Subjects: Artificial intelligence; Computer science; Computer simulation; Computer vision; Information systems; Multimedia systems
  25. Swift game programming for absolute beginners
    Author: Egges, Arjan
    Published: [2015]
    Publisher:  Berkeley, CA, Apress ; Proquest, [Ann Arbor]

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    Subjects: Computer science
    Scope: 1 Online-Ressource (xxvi, 349 Seiten), Illustrationen