Interactive Storytelling for Video Games, Josiah Lebowitz
Автор: Tringham Название: Science Fiction Video Games ISBN: 148220388X ISBN-13(EAN): 9781482203882 Издательство: Taylor&Francis Рейтинг: Цена: 3865 р. Наличие на складе: Поставка под заказ.
Описание: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.
The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.
An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
Описание: While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
Автор: Collins Karen, Kapralos Bill, Tessler Holly Название: The Oxford Handbook of Interactive Audio ISBN: 0199797226 ISBN-13(EAN): 9780199797226 Издательство: Oxford Academ Рейтинг: Цена: 13010 р. Наличие на складе: Поставка под заказ.
Описание: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Описание: Contains tutorials that detail the various steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. This book aims to help 3D artists and developers learn to build a fully functioning prototype.
Описание: The heart of any system that simulates the physical interaction between objects is collision detection - the ability to detect when two objects have come into
contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to
the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike
most they have ever encountered.
Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path
is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known
collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric
primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johns
n-Keerthi (GJK) algorithm for computing the distance between convex objects.
But this book provides much more than a good compendium of the ideas that go into building a
collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have
catastrophic failures in a floating-point system.
Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important
case in a collision system - when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is
his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic.
And what better way to illustrate this
than with a case study, the final chapter on the design and implementation of SOLID. About the CD-ROM: the companion CD-ROM includes the full C++ source code of SOLID 3.5 as
well as API documentation in HTML and PDF formats; both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux
platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1; and, use of the SOLID source code is governed by the terms of
either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details). About the Author: Gino van den Bergen is a game developer living and working in The
He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics
in NaN Technologies' Blender, a creation suite for interactive 3D content.
Features include: explains the fundamental geometric and numerical concepts that underlie the
key algorithms of collision detection; CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32;
discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra; and, presents techniques for accelerating
collision detection for complex models and scenes.
Автор: Egenfeldt-nielsen, Simon Smith, Jonas Heide Tosca, Название: Understanding video games ISBN: 0415977215 ISBN-13(EAN): 9780415977210 Издательство: Taylor&Francis Рейтинг: Цена: 2611 р. Наличие на складе: Поставка под заказ.
Описание: From Pong to PlayStation 3, this title offers an introduction to the field of video game studies. It traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, and examines the aesthetics of game design.
Автор: Cinnamon, Ian Название: Programming video games for the evil genius ISBN: 0071497528 ISBN-13(EAN): 9780071497527 Издательство: McGraw-Hill Рейтинг: Цена: 2402 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Part of the "Evil Genius" series, this work teaches basic programming by doing actual projects and promises success if instructions are followed. Each of the 57 projects can be assembled on a PC, MAC, or Linux computer, and inside tips are offered to modify and customize the games.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful)
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These "space-age pinball machines" gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity.
Newman shows that the "new media" of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources -- including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television -- Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
A fun and lively look at the mathematical ideas concealed in video games
Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone.
In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more.
Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones.
Автор: Garo Green Название: Video Games and Creativity ISBN: 0128014628 ISBN-13(EAN): 9780128014622 Издательство: Elsevier Science Рейтинг: Цена: 4540 р. 5044.00-10% Наличие на складе: Поставка под заказ.
Описание: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as:. . Can video games be used to develop or enhance creativity?. Is there a place for video games in the classroom?. What types of creativity are needed to develop video games?. While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success.
Автор: Phillips Winifred Название: Composing Music for Video Games ISBN: 1138021415 ISBN-13(EAN): 9781138021419 Издательство: Taylor&Francis Рейтинг: Цена: 4806 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Composing Music for Games is a guidebook for launching and maintaining a successful career as a video game composer. It offers a pragmatic approach to learning, intensified through challenging project assignments and simulations. Author Chance Thomas begins with the foundation of scoring principles applicable to all media, and then progresses serially through core methodologies specific to video game music. This book offers a powerful blend of aesthetic, technique, technology and business, which are all necessary components for a successful career as a video game composer.
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