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Game Development with Rust and WebAssembly: Learn how to run Rust on the web while building a game

by Eric Smith

Write an endless runner game for the web in Rust and test, deploy, and debug your 2D game using the WebAssembly toolchainKey FeaturesBuild and deploy an endless runner game for the web from scratch through this helpful guide with key images printed in colorLearn how to use Rust for web development with WebAssemblyExplore modern game development and programming techniques to build 2D games using RustBook DescriptionThe Rust programming language has held the most-loved technology ranking on Stack Overflow for 6 years running, while JavaScript has been the most-used programming language for 9 years straight as it runs on every web browser. Now, thanks to WebAssembly (or Wasm), you can use the language you love on the platform that's everywhere. This book is an easy-to-follow reference to help you develop your own games, teaching you all about game development and how to create an endless runner from scratch. You'll begin by drawing simple graphics in the browser window, and then learn how to move the main character across the screen. You'll also create a game loop, a renderer, and more, all written entirely in Rust. After getting simple shapes onto the screen, you'll scale the challenge by adding sprites, sounds, and user input. As you advance, you'll discover how to implement a procedurally generated world. Finally, you'll learn how to keep your Rust code clean and organized so you can continue to implement new features and deploy your app on the web. By the end of this Rust programming book, you'll build a 2D game in Rust, deploy it to the web, and be confident enough to start building your own games.What you will learnBuild and deploy a Rust application to the web using WebAssemblyUse wasm-bindgen and the Canvas API to draw real-time graphicsWrite a game loop and take keyboard input for dynamic actionExplore collision detection and create a dynamic character that can jump on and off platforms and fall down holesManage animations using state machinesGenerate levels procedurally for an endless runnerLoad and display sprites and sprite sheets for animationsTest, refactor, and keep your code clean and maintainableWho this book is forThis game development book is for developers interested in Rust who want to create and deploy 2D games to the web. Game developers looking to build a game on the web platform using WebAssembly without C++ programming or web developers who want to explore WebAssembly along with JavaScript web will also find this book useful. The book will also help Rust developers who want to move from the server side to the client side by familiarizing them with the WebAssembly toolchain. Basic knowledge of Rust programming is assumed.

Game Development with SlimDX

by Michael Fontanini

An easytofollow guide on SlimDX game development with practical exercises in each chapter. Stepbystep instructions and example code put each topic into action in a working demo.If you are a game designer or game developer with a passion for video games and a desire to create your own from scratch, this is the book for you. You will need basic programming experience in C#(C Sharp) to get the most out of this book.

Game Development with Swift

by Stephen Haney

If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

Game Development with Three.js

by Isaac Sukin

A step-by-step, example-based guide to building immersive 3D games on the Web using the Three.js graphics library.This book is for people interested in programming 3D games for the Web. Readers are expected to have basic knowledge of JavaScript syntax and a basic understanding of HTML and CSS. This book will be useful regardless of prior experience with game programming, whether you intend to build casual side projects or large-scale professional titles.

Game Development with Unity for .NET Developers: The ultimate guide to creating games with Unity and Microsoft Game Stack

by Jiadong Chen Ed Price

Get up and running with Unity with the help of expert guidance for addressing the performance issues encountered in Unity developmentKey FeaturesDiscover solutions to common problems faced by .NET developers while creating games in UnityExplore tips, tricks, best practices, and advanced Unity coding techniques for creating impressive gamesUnderstand how to program with C# code using Unity's built-in modules and add engaging effectsBook DescriptionUnderstand what makes Unity the world's most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games.You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API.By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process.What you will learnGet to grips with using the Unity EditorUse C# scripts to work with Unity's built-in modules such as UI, animation, physics, video, and audioCreate a custom render pipeline in Unity Engine with the latest Scriptable Render PipelineWrite high-performance multithreaded code with the latest DOTS in UnityDiscover the Azure PlayFab Client library for C# in UnityUnderstand how the asset management and serialization system within Unity really worksExplore some of the most commonly used profiler tools in Unity developmentWho this book is forThe book is for developers with intermediate .NET and C# programming experience who are interested in learning game development with Unity. Basic experience in C# programming is assumed.

Game Development with Unreal Engine 5 Volume 1: Design Phase

by Tiow Wee Tan

Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you’ll journey from the basics of UE5’s environment to creating expansive landscapes with procedural content generation and combining materials for lifelike terrains. Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You’ll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game’s atmosphere with sophisticated particle systems using Niagara. Then integrate characters and adversaries into our worlds, making them come alive with interactive elements. From designing large open landscapes to implementing advanced visual effects, Game Development with UE 5, Volume 1 is your gateway to elevating the visual appeal and interactive experience of your game. What You Will Learn Sculpt vast, open worlds with UE5's advanced landscape tools and Heightmaps. Construct highly detailed environments with Nanite, achieving unparalleled visual quality without sacrificing performance. Introduce dynamic global illumination with Lumen, crafting stunning lighting and shadow effects that respond to changes in the game world in real-time. Implement Real-Time Virtual Textures to significantly enhance texture streaming efficiency in large-scale environments. Use Procedural Content Graph to populate your game worlds with dynamic, lifelike vegetation that adds depth and realism to your landscapes. Explore Niagara's powerful visual effects system to create complex and captivating effects that elevate the aesthetic appeal of your game. Who This Book Is For Game developers who want to learn how to use Unreal Engine 5 would benefit from this book.

Game Devs & Others: Tales from the Margins

by Tanya DePass

Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. <P><P> <P><P>Key Features <li>This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity <li>For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry <li>Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions <li>Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed <li>Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo

Game Economy Design: Metagame, Monetization and Live Operations

by Charlie Czerkawski

This book provides a comprehensive overview of game economy design. It begins with a high-level overview, then utilizes subsequent chapters to break this down into finer details, showing methods to approach the various problems and challenges involved in creating an intricate game economy and metagame experience. The content of the book extends to associated and related fields such as monetization and live operations.The book contains step-by-step processes with best practices and examples, with content written from an empirical standpoint. The reader will gain insights into the components that form a game economy, how these components are utilized to shape a metagame experience and how monetization is integrated into this. The content will consider the work economy designers undertake during development through to postlaunch live operations.The book will appeal to all game design professionals and students of game design that wish to gain a deeper understanding of how to develop game economies.

Game Engine Architecture

by Jason Gregory

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Game Engine Architecture, Third Edition

by Jason Gregory

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Game Engine Design and Implementation (Foundations of Game Development)

by Alan Thorn

Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.

Game Engine Gems 2

by Eric Lengyel

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories-graphics and rendering, game engine design, and systems programming. Profess

Game Engine Gems 3

by Eric Lengyel

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. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and acade

Game Feel: A Game Designer's Guide to Virtual Sensation

by Steve Swink

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Game Hacking: Developing Autonomous Bots for Online Games

by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:–Scan and modify memory with Cheat Engine–Explore program structure and execution flow with OllyDbg–Log processes and pinpoint useful data files with Process Monitor–Manipulate control flow through NOPing, hooking, and more–Locate and dissect common game memory structuresYou’ll even discover the secrets behind common game bots, including:–Extrasensory perception hacks, such as wallhacks and heads-up displays–Responsive hacks, such as autohealers and combo bots–Bots with artificial intelligence, such as cave walkers and automatic lootersGame hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Game Invaders: The Theory and Understanding of Computer Games

by Clive Fencott Jo Clay Mike Lockyer Paul Massey

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.

The Game Jam Survival Guide

by Christer Kaitila

The Game Jam Survival Guide is an insider view of game jams packed full of expert advice; leading with tips and tricks on how to build a great game with just 48 hours; but clearly defining what should be avoided at all costs during Game Jam mayhem. The reader is led through each half-day phase; from the beginning of your quest in hours 1-12 to breaking through "the wall" on day two and finally reaching the finishing line in hours 37-48. Although the book is intended for beginners and experts alike, the reader will already know how to program (in any language). He or she will love games and want to learn how to best make their own game in a wild and crazy 48-hour period.

Game Jams – History, Technology, and Organisation

by Allan Fowler Foaad Khosmood

This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

Game Magic: A Designer's Guide to Magic Systems in Theory and Practice

by Jeff Howard

Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi

The Game Maker's Apprentice: Game Development For Beginners

by Jacob Habgood Mark Overmars

The Game Makers Apprentice: Game Design For Beginners is a work on computers/software.

The Game Maker's Companion

by Jacob Habgood Nana Nielsen Martin Rijks Kevin Crossley

The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker then you really must own this book as well. What you'll learn * Learn the fundamentals of how to create platform games with nature's first platform game character: Fishpod. * Discover how to recreate the classic 90's platform game Zool (Ninja of the Nth Dimension) entirely using drag-and-drop programming. * Learn how to extend and improve upon the drag-and-drop functionality of Game Maker using GML scripts. * Follow the design of the atmospheric platform-adventure game OC Shadows on Deck from original concept to a completed vertical slice of gameplay. * See how professional designers create engaging storylines with believable characters. * Learn how to modify the Shadows on Deck artwork to include in your own games. * Experience a practical journey into game development which has been unparalleled since The Game Maker's Apprentice. * Gain access to professional game resources from Shadows on Deck which you are free to use in your own Game Maker games. Who this book is for This book is for Game Maker's Apprentice readers, along with other game developers in general. Table of Contents * Greetings, Game Maker * Platform Beginnings: An Idea with Legs * Zool: Taking It to the Nth Dimension * Empowerment: Sliding Ninjas * Krool's Forces: Sweetening the Challenge * Fighting Talk: The Empower Strikes Back * Game Design: OC Shadows on Deck * Storytelling in Theory * Storytelling Applied * Of Mice and Pen: Pirate Art * GML: From Ninja to Pirate * Rogues' Rendezvous: Vertically Sliced * The Story Begins * Feature Reference * Rogues' Rendezvous: Dialogue"

Game Master: Mansion Mystery

by Rebecca Zamolo Matt Slays

New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho.But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day.Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network.Read the book and unlock special clues that will open exclusive content online!

The Game Master: Summer Schooled

by Rebecca Zamolo Matt Slays

From Matt and Rebecca Zamolo, creators of the mega-popular YouTube series Game Master Network, comes a new thrilling novel about everyone’s favorite mystery-solving team as they go toe-to-toe with the mysterious and menacing Game Master. <P><P>Rebecca Zamolo is on a mission to save her summer. Instead of going to camp like she’d planned, she’s been stuck in summer school. But today is the day! She’s going to present her final science assignment—using her Nana’s borrowed vintage zoetrope—and then she’ll be free to have fun. <P><P>But as Becca and her classmates wait for her teacher to arrive, a menacing voice comes over the intercom claiming to be the Game Master! The kids quickly discover that the Game Master has locked the doors, scared off the teachers, and made it clear that if Becca and her friends don’t solve the clues that have been left behind, they’ll never get back Becca’s irreplaceable zoetrope, never finish summer school, and never get to enjoy what’s left of their summer vacations. <P><P> Becca doesn’t know who is behind this, but she won’t let the Game Master win. But will she and her classmates be able to work together to solve the puzzles and escape their school before time runs out? Join YouTube’s favorite mystery solving team as they go toe-to-toe with the Game Master in the first book of this action-packed series from beloved YouTube creators Rebecca Zamolo and Matt Yoakum aka MattySlays, stars of the hugely popular Game Master Network. <P><P>Fans of StacyPlays’s Wild Rescuers series and Pat & Jen’s PopularMMOs Presents graphic novels will love this thrilling and engaging YouTube-inspired adventure. <P><P><b>A New York Times Bestseller</b>

The Game Music Toolbox: Composition Techniques and Production Tools from 20 Iconic Game Soundtracks

by Marios Aristopoulos

The Game Music Toolbox provides readers with the tools, models, and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

Game Narrative Design and UX Fundamentals: Tools for Player-centric Storytelling

by Abigail Rindo

Game narrative and UX share a deep, interconnected relationship. This book explores the connections between narrative and UX to develop a framework for creating player-centric stories in games by covering best practices in both crafts using a unified language.Games are beautiful motivation engines, and there are three primary gears that power these engines: Context, Action, and Emotion. Each of the three sections of this book will lay out the elements of narrative and UX that lead to a coherent experience, guiding the player through the game world while teaching them the systems and actions of the gameplay.This is very much intended to be a reference book emphasizing fundamentals, but also offers a deep dive into the best practices and methodologies. It will appeal to aspiring and current game narrative designers, UX designers, researchers, writers, developers, students at the graduate level, or anyone interested in expanding their understanding of player centricity or world‑building.

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