Author: Lisa Thompson
Publisher: Capstone
ISBN: 0756542081
Category : Video games
Languages : en
Pages : 26
Book Description
Learn about the skills needed, tools and equipment needed, and how games are created to become a video game developer.
Game on
Author: Lisa Thompson
Publisher: Capstone
ISBN: 0756542081
Category : Video games
Languages : en
Pages : 26
Book Description
Learn about the skills needed, tools and equipment needed, and how games are created to become a video game developer.
Publisher: Capstone
ISBN: 0756542081
Category : Video games
Languages : en
Pages : 26
Book Description
Learn about the skills needed, tools and equipment needed, and how games are created to become a video game developer.
The Iapetus High Fantasy Role Playing Game
Author: Edmund Sim
Publisher: Lulu.com
ISBN: 1435719026
Category :
Languages : en
Pages : 196
Book Description
Publisher: Lulu.com
ISBN: 1435719026
Category :
Languages : en
Pages : 196
Book Description
Building Vocabulary: Level 11 Kit
Author: Timothy Rasinski, Nancy Padak, Rick M. Newton, and Evangeline Newton
Publisher: Teacher Created Materials
ISBN: 9781433317415
Category :
Languages : en
Pages : 298
Book Description
Building Vocabulary from Word Roots provides a systematic approach to teaching vocabulary using Greek and Latin prefixes, bases, and suffixes. Over 90% of English words of two or more syllables are of Greek or Latin origin. Instead of learning words and definitions in isolation, students learn key roots and strategies for deciphering words and their meanings across all content areas. Building Vocabulary from Word Roots: Level 11 kit includes: Teacher's Guide; Student Guided Practice Book (Each kit includes a single copy; additional copies may be ordered in quantities of 10 or more); Assessments to support data-driven instruction; and Digital resources including modeled lessons, 50 bonus activities, and more.
Publisher: Teacher Created Materials
ISBN: 9781433317415
Category :
Languages : en
Pages : 298
Book Description
Building Vocabulary from Word Roots provides a systematic approach to teaching vocabulary using Greek and Latin prefixes, bases, and suffixes. Over 90% of English words of two or more syllables are of Greek or Latin origin. Instead of learning words and definitions in isolation, students learn key roots and strategies for deciphering words and their meanings across all content areas. Building Vocabulary from Word Roots: Level 11 kit includes: Teacher's Guide; Student Guided Practice Book (Each kit includes a single copy; additional copies may be ordered in quantities of 10 or more); Assessments to support data-driven instruction; and Digital resources including modeled lessons, 50 bonus activities, and more.
Computing and Combinatorics
Author: Dingzhu Du
Publisher: Springer Science & Business Media
ISBN: 9783540602163
Category : Combinatorial analysis
Languages : en
Pages : 676
Book Description
This book constitutes the proceedings of the First Annual International Conference on Computing and Combinatorics, COCOON '95, held in Xi'an, China in August 1995. The 52 thoroughly refereed full papers and the 22 short presentations included in this volume were selected from a total of 120 submissions. All current aspects of theoretical computer science and combinatorial mathematics related to computing are addressed; in particular, there are sections on complexity theory, graph drawing, computational geometry, databases, graph algorithms, distributed programming and logic, combinatorics, machine models, combinatorial designs, algorithmic learning, algorithms, distributed computing, and scheduling.
Publisher: Springer Science & Business Media
ISBN: 9783540602163
Category : Combinatorial analysis
Languages : en
Pages : 676
Book Description
This book constitutes the proceedings of the First Annual International Conference on Computing and Combinatorics, COCOON '95, held in Xi'an, China in August 1995. The 52 thoroughly refereed full papers and the 22 short presentations included in this volume were selected from a total of 120 submissions. All current aspects of theoretical computer science and combinatorial mathematics related to computing are addressed; in particular, there are sections on complexity theory, graph drawing, computational geometry, databases, graph algorithms, distributed programming and logic, combinatorics, machine models, combinatorial designs, algorithmic learning, algorithms, distributed computing, and scheduling.
The Language of Gaming
Author: Astrid Ensslin
Publisher: Bloomsbury Publishing
ISBN: 0230357083
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
Publisher: Bloomsbury Publishing
ISBN: 0230357083
Category : Language Arts & Disciplines
Languages : en
Pages : 219
Book Description
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
Bridge For Club Players
Author: Nihar C Nayak
Publisher: Kavya Publications
ISBN: 9390707137
Category : Antiques & Collectibles
Languages : en
Pages : 142
Book Description
Publisher: Kavya Publications
ISBN: 9390707137
Category : Antiques & Collectibles
Languages : en
Pages : 142
Book Description
Introduction to 3D Game Programming with DirectX 11
Author: Frank Luna
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Artificial Intelligence for Games
Author: Ian Millington
Publisher: CRC Press
ISBN: 1315360578
Category : Computers
Languages : en
Pages : 898
Book Description
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Publisher: CRC Press
ISBN: 1315360578
Category : Computers
Languages : en
Pages : 898
Book Description
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
The Munchkin Book
Author: James Lowder
Publisher: BenBella Books, Inc.
ISBN: 1939529166
Category : Social Science
Languages : en
Pages : 217
Book Description
With 18 exclusive Munchkin® game rules! By gently – and sometimes not so gently – mocking the fantasy dungeon crawl and the sacred cows of pop culture, the Munchkin card game has stabbed and sneaked and snickered a path to the pinnacle of success. Along the way, it has sold millions of copies, been translated around the world, and spawned more than two dozen sequels and supplements. More fun than a Chainsaw of Bloody Dismemberment and more useful than a Chicken on Your Head, The Munchkin Book is a lighthearted and suitably snarky celebration of all things near and dear to the munchkin heart, featuring exclusive content from: Munchkin's designer and Steve Jackson Games president Steve Jackson Munchkin's signature artist John Kovalic (creator of web comic Dork Tower) Steve Jackson Games' "Munchkin Czar" Andrew Hackard CEO of Steve Jackson Games Phil Reed The Munchkin Book also includes a foreword by New York Times bestselling author and Forgotten Realms creator Ed Greenwood, an introduction by editor James Lowder, and contributions from notable mavens of geek culture, including: Andrew Zimmerman Jones • David M. Ewalt • Jennifer Steen • Joseph Scrimshaw • Randy Scheunemann • Jaym Gates • Dave Banks • Matt Forbeck • Christian Lindke • Bonnie Burton • Colm Lundberg • Liam McIntyre
Publisher: BenBella Books, Inc.
ISBN: 1939529166
Category : Social Science
Languages : en
Pages : 217
Book Description
With 18 exclusive Munchkin® game rules! By gently – and sometimes not so gently – mocking the fantasy dungeon crawl and the sacred cows of pop culture, the Munchkin card game has stabbed and sneaked and snickered a path to the pinnacle of success. Along the way, it has sold millions of copies, been translated around the world, and spawned more than two dozen sequels and supplements. More fun than a Chainsaw of Bloody Dismemberment and more useful than a Chicken on Your Head, The Munchkin Book is a lighthearted and suitably snarky celebration of all things near and dear to the munchkin heart, featuring exclusive content from: Munchkin's designer and Steve Jackson Games president Steve Jackson Munchkin's signature artist John Kovalic (creator of web comic Dork Tower) Steve Jackson Games' "Munchkin Czar" Andrew Hackard CEO of Steve Jackson Games Phil Reed The Munchkin Book also includes a foreword by New York Times bestselling author and Forgotten Realms creator Ed Greenwood, an introduction by editor James Lowder, and contributions from notable mavens of geek culture, including: Andrew Zimmerman Jones • David M. Ewalt • Jennifer Steen • Joseph Scrimshaw • Randy Scheunemann • Jaym Gates • Dave Banks • Matt Forbeck • Christian Lindke • Bonnie Burton • Colm Lundberg • Liam McIntyre
The Legacy of Heroes
Author: Vincent Venturella
Publisher: Lulu.com
ISBN: 1257986031
Category : Games & Activities
Languages : en
Pages : 314
Book Description
The Legacy of Heroes is a Fantasy Role Playing Game with a singular focus: imagination. The Legacy of Heroes Player's Guide offers everything you need to bring the myriad characters from movies, literature, mythology and anything else you can imagine to life on the page before you. This book contains 11 races, 11 classes, 40 heroic arcs and all the spells, styles, equipment, magic items and more you need for your own brave heroes to move from character to legend. The Legacy of Heroes exciting Heroic Talent and Heroic Moment systems empower the players to create truly memorable role-playing experiences like never before. This book facilitates that collaboration by giving you, the player, the tools you need for the stories you imagine in an efficient, simple, and familiar system based on the OGL license. The only question is, are you ready for your own legacy? Visit www.thelegacyofheroes.com for support, downloads and more!
Publisher: Lulu.com
ISBN: 1257986031
Category : Games & Activities
Languages : en
Pages : 314
Book Description
The Legacy of Heroes is a Fantasy Role Playing Game with a singular focus: imagination. The Legacy of Heroes Player's Guide offers everything you need to bring the myriad characters from movies, literature, mythology and anything else you can imagine to life on the page before you. This book contains 11 races, 11 classes, 40 heroic arcs and all the spells, styles, equipment, magic items and more you need for your own brave heroes to move from character to legend. The Legacy of Heroes exciting Heroic Talent and Heroic Moment systems empower the players to create truly memorable role-playing experiences like never before. This book facilitates that collaboration by giving you, the player, the tools you need for the stories you imagine in an efficient, simple, and familiar system based on the OGL license. The only question is, are you ready for your own legacy? Visit www.thelegacyofheroes.com for support, downloads and more!