Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear "e;Metroidvania"e; titles.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
People have played games forever, but it's only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.
Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world.
A comprehensive guide to mastering the mathematical concepts essential for computer graphics and game programming, featuring practical examples and coding exercises.
Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world.
Get started with Godot and game programming fast without the headachesGodot is a great software to create video games; however, it includes so many options and features that getting started can feel overwhelming.
Get started with Python programming fast without the headachesPython is a great programming language; however, most people spend too long trying to learn how to code and create games with Python the hard way.
This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development.
This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development.
This collection, arriving in the wake of the 25th anniversary of 1998's Metal Gear Solid, provides scholars and fans alike with a wide-ranging selection of critical essays on the franchise from diverse disciplinary and thematic perspectives.
Learn C++ game programming through real-world demos of AI systems, animation, and rendering to build scalable, high-performance games using patterns you can reuse across any game engineFree with your book: DRM-free PDF version + access to Packt's next-gen Reader*Key FeaturesBuild real-time 2D and 3D games using C++ with practical, executable examplesGain proficiency in game programming domains like AI pathfinding, camera systems, animation, and rendering effectsBoost runtime efficiency with object pooling, LOD patterns, and terrain partitioning to create smoother, more responsive gameplay systems*Email sign-up and proof of purchase requiredBook DescriptionCreating responsive, intelligent games takes more than just following engine tutorials.
Shader gelten oft als mystisch und schwer zu entwickeln, selbst für erfahrene Programmierer, Künstler und Entwickler aus anderen Bereichen des Spieldesigns.
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov.