There have been many books written about how to write for games, but just as important as creating the deliverables is knowing how to do the job itself.
There have been many books written about how to write for games, but just as important as creating the deliverables is knowing how to do the job itself.
This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.
This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.