Author: Mojang Ab
Publisher:
ISBN: 9780008680589
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Mncrft Brain Games PB
Author: Mojang Ab
Publisher:
ISBN: 9780008680589
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780008680589
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
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.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
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.
Playing to Win
Author: David Sirlin
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Interdisciplinary Design of Game-based Learning Platforms
Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
The Redemption of Time
Author: Baoshu
Publisher: Tor Books
ISBN: 1250306019
Category : Fiction
Languages : en
Pages : 253
Book Description
Set in the universe of the New York Times bestselling Three-Body Problem trilogy, The Redemption of Time continues Cixin Liu’s multi-award-winning science fiction saga. This original story by Baoshu—published with Liu’s support—envisions the aftermath of the conflict between humanity and the extraterrestrial Trisolarans. In the midst of an interstellar war, Yun Tianming found himself on the front lines. Riddled with cancer, he chose to end his life, only to find himself flash frozen and launched into space where the Trisolaran First Fleet awaited. Captured and tortured beyond endurance for decades, Yun eventually succumbed to helping the aliens subjugate humanity in order to save Earth from complete destruction. Granted a healthy clone body by the Trisolarans, Yun has spent his very long life in exile as a traitor to the human race. Nearing the end of his existence at last, he suddenly receives another reprieve—and another regeneration. A consciousness calling itself The Spirit has recruited him to wage battle against an entity that threatens the existence of the entire universe. But Yun refuses to be a pawn again and makes his own plans to save humanity’s future... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Books
ISBN: 1250306019
Category : Fiction
Languages : en
Pages : 253
Book Description
Set in the universe of the New York Times bestselling Three-Body Problem trilogy, The Redemption of Time continues Cixin Liu’s multi-award-winning science fiction saga. This original story by Baoshu—published with Liu’s support—envisions the aftermath of the conflict between humanity and the extraterrestrial Trisolarans. In the midst of an interstellar war, Yun Tianming found himself on the front lines. Riddled with cancer, he chose to end his life, only to find himself flash frozen and launched into space where the Trisolaran First Fleet awaited. Captured and tortured beyond endurance for decades, Yun eventually succumbed to helping the aliens subjugate humanity in order to save Earth from complete destruction. Granted a healthy clone body by the Trisolarans, Yun has spent his very long life in exile as a traitor to the human race. Nearing the end of his existence at last, he suddenly receives another reprieve—and another regeneration. A consciousness calling itself The Spirit has recruited him to wage battle against an entity that threatens the existence of the entire universe. But Yun refuses to be a pawn again and makes his own plans to save humanity’s future... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Wild Robot
Author: Peter Brown
Publisher:
ISBN: 9780316581097
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Soon to be a DreamWorks movie, coming to theaters 9/27/24! Includes 8 pages of full color stills from the movie! Wall-E meets Hatchet in this #1 New York Times bestselling illustrated middle grade novel from Caldecott Honor winner Peter Brown Can a robot survive in the wilderness? When robot Roz opens her eyes for the first time, she discovers that she is all alone on a remote, wild island. She has no idea how she got there or what her purpose is--but she knows she needs to survive. After battling a violent storm and escaping a vicious bear attack, she realizes that her only hope for survival is to adapt to her surroundings and learn from the island's unwelcoming animal inhabitants. As Roz slowly befriends the animals, the island starts to feel like home--until, one day, the robot's mysterious past comes back to haunt her. From bestselling and award-winning author and illustrator Peter Brown comes a heartwarming and action-packed novel about what happens when nature and technology collide.
Publisher:
ISBN: 9780316581097
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Soon to be a DreamWorks movie, coming to theaters 9/27/24! Includes 8 pages of full color stills from the movie! Wall-E meets Hatchet in this #1 New York Times bestselling illustrated middle grade novel from Caldecott Honor winner Peter Brown Can a robot survive in the wilderness? When robot Roz opens her eyes for the first time, she discovers that she is all alone on a remote, wild island. She has no idea how she got there or what her purpose is--but she knows she needs to survive. After battling a violent storm and escaping a vicious bear attack, she realizes that her only hope for survival is to adapt to her surroundings and learn from the island's unwelcoming animal inhabitants. As Roz slowly befriends the animals, the island starts to feel like home--until, one day, the robot's mysterious past comes back to haunt her. From bestselling and award-winning author and illustrator Peter Brown comes a heartwarming and action-packed novel about what happens when nature and technology collide.
Understanding Game-based Approaches for Improving Sustainable Water Governance
Author: Wietske Medema
Publisher: MDPI
ISBN: 3039287621
Category : Science
Languages : en
Pages : 272
Book Description
The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.
Publisher: MDPI
ISBN: 3039287621
Category : Science
Languages : en
Pages : 272
Book Description
The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.
Brain Twisters for Minecrafters
Author: Brian Boone
Publisher: Simon and Schuster
ISBN: 1510747400
Category : Juvenile Nonfiction
Languages : en
Pages : 134
Book Description
Amazing Minecrafter Brain Games and Puzzles that Will Blow Your Mind! Discover worlds of Minecraft fun with puzzlers that will have your friends scratching their heads from here to the Extreme Hills. “Brain twisters” make way for tons of fun—a little bit puzzle and a little bit funny—they’re the Minecraft fan’s most exciting riddles. Use your Minecraft know-how to solve cool logic puzzles. Some solutions even have a hilarious twist—you'll be laughing all the way to the Nether! With more than eight hundred brain twisters, you’ll stock up on brainpower more explosive than a creeper’s TNT. Find the cleverest puzzles in the Overworld, including: A Creeper is after Steve, and he has to find safety in one of three structures. One is on fire, one is full of Skeletons, and the other is home to Spiders who haven’t eaten in months. Which place is the safest? The structure with the Spiders. If they haven’t eaten in months…those Spiders are dead. Alex is in the Taiga biome with a pack on her back, but she isn’t carrying anything. How is this possible? The pack is a pack of Wolves. What item in Minecraft is black when you mine it, orange when you use it, and grey when it’s all used up? Coal. Steve comes across a jack o’lantern and a couple of sticks in the middle of a grassy biome. What’s the meaning of this? It was a Snow Golem…but it melted. The pumpkin head and stick arms are all that’s left. Brain Twisters for Minecrafters is the ultimate Minecraft game (besides Minecraft of course). In these pages you’ll find all kinds of fun brain games about Mobs, biomes, Steve, Alex, tools, and ores galore. Let’s get in there and pick your brain, Minecrafter!
Publisher: Simon and Schuster
ISBN: 1510747400
Category : Juvenile Nonfiction
Languages : en
Pages : 134
Book Description
Amazing Minecrafter Brain Games and Puzzles that Will Blow Your Mind! Discover worlds of Minecraft fun with puzzlers that will have your friends scratching their heads from here to the Extreme Hills. “Brain twisters” make way for tons of fun—a little bit puzzle and a little bit funny—they’re the Minecraft fan’s most exciting riddles. Use your Minecraft know-how to solve cool logic puzzles. Some solutions even have a hilarious twist—you'll be laughing all the way to the Nether! With more than eight hundred brain twisters, you’ll stock up on brainpower more explosive than a creeper’s TNT. Find the cleverest puzzles in the Overworld, including: A Creeper is after Steve, and he has to find safety in one of three structures. One is on fire, one is full of Skeletons, and the other is home to Spiders who haven’t eaten in months. Which place is the safest? The structure with the Spiders. If they haven’t eaten in months…those Spiders are dead. Alex is in the Taiga biome with a pack on her back, but she isn’t carrying anything. How is this possible? The pack is a pack of Wolves. What item in Minecraft is black when you mine it, orange when you use it, and grey when it’s all used up? Coal. Steve comes across a jack o’lantern and a couple of sticks in the middle of a grassy biome. What’s the meaning of this? It was a Snow Golem…but it melted. The pumpkin head and stick arms are all that’s left. Brain Twisters for Minecrafters is the ultimate Minecraft game (besides Minecraft of course). In these pages you’ll find all kinds of fun brain games about Mobs, biomes, Steve, Alex, tools, and ores galore. Let’s get in there and pick your brain, Minecrafter!
Cultures of Computer Game Concerns
Author: Estrid Sörensen
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN: 9783837639346
Category : Comparison
Languages : en
Pages : 355
Book Description
Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN: 9783837639346
Category : Comparison
Languages : en
Pages : 355
Book Description
Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.