Internet Infrastructure: Networking, Web Services, and Cloud Computing provides a comprehensive introduction to networks and the Internet from several perspectives: the underlying media, the protocols, the hardware, the servers, and their uses. The material in the text is divided into concept chapters that are followed up with case study chapters that examine how to install, configure, and secure a server that offers the given service discussed. The book covers in detail the Bind DNS name serv...
Just getting started with game design and want to dive right in without reading a 1,000-page tome? Check out the Peachpit’s new Short Cuts! Quick PDF guides that are...Smart...Handy...Concise. This mini guide covers exactly what you need to know avoid making the most common mistakes befall most beginning game designers. Let Chris Crawford, renowned author of The Art of the Computer Game, walk you through each of the most common mistakes and how to avoid them. You’ll learn: • Learn the 5 mo...
The Art of Tom Clancy's The Division is the ultimate behind the scenes look at making of the latest game in the critically acclaimed Tom Clancy franchise. With over 300 images including sketches and concept art, and in-depth commentary throughout from the artists and creators, this volume will taken fans on a journey through the creation and visual development of the game.
Digital Customer Experience Management der Plattform Steam (Essentials)
by Benjamin Spottke
Im Zuge der Digitalisierung werden Gestaltung und Management der Digital Customer Experience zunehmend wertvoller. Technologieführer diverser Branchen sind besonders dafür bekannt, digitale Interaktionen zwischen Nutzern, Drittanbietern und weiteren Akteuren erfolgreich zu organisieren. In diesem essential wird die Videospieleplattform Steam mit der Fallstudienmethode untersucht. Basierend auf der Analyse von Steam werden Handlungsempfehlungen abgeleitet, die auch für Unternehmen in traditionell...
Introduction to Game Design LiveLessons Access Code Card
by Colleen Macklin and John Sharp
5+ Hours of Video Instruction Overview Introduction to Game Design LiveLessons introduces you to a play-based approach to game design through the creation of a video game from start to finish. Along the way, the lessons identify the primary characteristics of games and different strategies for creating them as well as the iterative game design process of conceptualizing, prototyping, playtesting and evaluating. Description This is a comprehensive o...
AutoCAD 2014 schnell und sicher anwenden Sie mochten AutoCAD bzw. AutoCAD LT erlernen und moglichst schnell produktiv damit arbeiten? Dieses offizielle Trainingsbuch von Autodesk gibt Ihnen einen Uberblick uber die Moglichkeiten der machtigen CAD-Software und zeigt Ihnen, wie Sie sie sicher anwenden. Sie erstellen 2D-Zeichnungen, definieren Layouts, entwickeln 3D-Modelle, plotten Ihre Ergebnisse und vieles mehr. Schritt-fur-Schritt-Anleitungen und realistische Anwendungsbeispiele unterstutzen Si...
Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas About This Book • Learn the fundamentals of two powerful tools and put the concepts into practice • Find out how to designand buildall the core elements required for a great game - from characters to environments, to props— • Learn how to integrate Artificial Intelligence (AI) into your game for sophisticated and engaging gameplay Who...
Cloud Data Center Network Architectures and Technologies
by Lei Zhang and Le Chen
Cloud Data Center Network Architectures and Technologies has been written with the support of Huawei's vast technical knowledge and experience in the data center network (DCN) field, as well as its understanding of customer service requirements. This book describes in detail the architecture design, technical implementation, planning and design, and deployment suggestions for cloud DCNs based on the service challenges DCNs encounter. It starts by describing the overall architecture and technical...
Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Pr...
Languages for Developing User Interfaces
This book brings together a number of researchers and developers from industry and academia who report on their work. It is of interest to language designers and the creators of toolkits, UIMSs, and other user interface tools.
The Creation of iGiselle
Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ str...
Geometry Processing 2006
This book contains the papers presented at the Eurographics Symposium on Geometry Processing, organized by the Eurographics Association.
Symposium on Point-Based Graphics 2004
Predominantly aimed at hobbyist developers, students or people otherwise curious and thinking about making a living from computer games, this is a unique book. Its greatest benefit is that it offers readers a clear idea of where and how to proceed in their learning and development. In short, this introduction offers a broad range of information covering all aspects of computer gaming. "Teach Yourself Computer Game Development" discusses the technical development of computer games but also examin...
Single frame film-making has been around as long as film itself. It is the ancestor to modern day special effects and animation. Despite its age-old practice, Single frame film making and stop-motion animation continues to influence media and culture with its magic. Current advances in technology and classic stop motion techniques, such as pixilation, time-lapse photography and down shooting have combined to form exciting new approaches. Tom Gasek’s Frame-By-Frame Stop Motion offers hands-on exp...
Handbook of Data Structures and Applications (Chapman & Hall/CRC Computer and Information Science)
Although there are many advanced and specialized texts and handbooks on algorithms, until now there was no book that focused exclusively on the wide variety of data structures that have been reported in the literature. The Handbook of Data Structures and Applications responds to the needs of students, professionals, and researchers who need a mainstream reference on data structures by providing a comprehensive survey of data structures of various types. Divided into seven parts, the text begins...
Better Game Characters by Design (Morgan Kaufmann Series in Interactive 3D Technology)
by Katherine Isbister
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues...