This open access book was prepared as a Final Publication of the COST Action IC1406 “High-Performance Modelling and Simulation for Big Data Applications (cHiPSet)“ project.
This open access book was prepared as a Final Publication of the COST Action IC1406 “High-Performance Modelling and Simulation for Big Data Applications (cHiPSet)“ project.
This open access book is part of the LAMBDA Project (Learning, Applying, Multiplying Big Data Analytics), funded by the European Union, GA No. 809965. Data Analytics involves applying algorithmic processes to derive insights. Nowadays it is used in many industries to allow organizations and companies to make better decisions as well as to verify or disprove existing theories or models. The term data analytics is often used interchangeably with intelligence, statistics, reasoning, data mining, knowledge discovery, and others.
Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game.
Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books.
In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms.
The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques.
3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.
The complete guide to the Sony Playstation. Collector info, interviews, history of the PSX, prototypes, images, everything you could want.
This is a complete guide to developingLinux games, written by the Linux gaming experts.
3-D graphics development is an engaging, rewarding process that gives developers the opportunity to flex their creative muscles. However, it can also be intimidating to those on the outside. A follow-up to Direct2D Succinctly, Direct3D Succinctly tears down the barriers to entry.
This book is one of the pioneer works seriously about video game. It talks about such topics as what is a game, why people play games, and how to design a game. The author describes in detail what goes into the game design including many examples from his own experience.
Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games.
Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy.
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.
Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.
This book consists of lecture notes which are designed to help students to learn fundamental principles that apply to game programming regardless of the language they use to create the game. These principles include gathering input from users, processing game data, and rendering game objects to the screen.
This book introduces the main concepts required to write a 3D game using the LWJGL 3 library.
This book will help you build OO design skills through the creation of a moderately complex family of games (Roulette, Craps, Blackjack). This is a step-by-step guide to OO design and implementation. It is for developers who want to use Python to create efficient programs.
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