The Generation Game
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Author | : Sophie Duffy |
Publisher | : Legend Press Ltd |
Total Pages | : 302 |
Release | : 2018-04-05 |
Genre | : Fiction |
ISBN | : 1787198537 |
“An extraordinary story... she writes with warmth, lovely earthy detail and a pathos which keeps a lump lodged in the throat.”—The Daily Mail Philippa Smith is in her forties and has a beautiful newborn baby girl. She also has no husband, and nowhere to turn. So she turns to the only place she knows: the beginning. Retracing her life, she confronts the daily obstacles, historic events, and even TV shows that shaped her very existence. From the tragedy of her childhood abandonment, to the astonishing accomplishments of those close to her, Philippa learns of the sacrifices others chose to make, and the outcome of buried secrets. What Philippa eventually discovers is a celebration of life, love, and the golden era of television—a reflection of everyday people, in not so everyday situations. “A powerful first novel.”—Katie Fforde, author of A Rose Petal Summer “Bold, warm, rich, amusing…sits well alongside more established authors like Kate Atkinson’s Behind the Scenes at the Museum.”—Hello Magazine “A warm, moving, wonderful read.”—Wendy Holden, author of The Royal Governess
Author | : Tanya Short |
Publisher | : CRC Press |
Total Pages | : 339 |
Release | : 2017-06-12 |
Genre | : Computers |
ISBN | : 1498799205 |
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design
Author | : Noor Shaker |
Publisher | : Springer |
Total Pages | : 247 |
Release | : 2016-10-18 |
Genre | : Computers |
ISBN | : 3319427164 |
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Author | : Valora Washington |
Publisher | : Redleaf Press |
Total Pages | : 165 |
Release | : 2021-02-02 |
Genre | : Education |
ISBN | : 1605547271 |
“Generation Alpha” applies to children born between 2011 and 2025. They will be raised in smaller and constantly evolving families, digital natives, more tech-savvy than previous generations, globally-connected, diverse, and will live and interact with many more generations. Because of these differences, the next generation and the nation is transforming in ways that adults have never experienced before. Valora Washington invites you to consider how to advocate for and influence the trajectories of this next generation. Raising Generation Alpha Kids looks at how this generation of young children presents new opportunities and challenges, and supports and informs the two principal groups of adults in children’s lives—their families and early childhood educators.
Author | : David McWilliams |
Publisher | : Gill & Macmillan Ltd |
Total Pages | : 351 |
Release | : 2007-09-11 |
Genre | : Business & Economics |
ISBN | : 0717155595 |
As the BOTOX ECONOMY was laid bare and the financial filler of other people's money became evident, the JAGGERS, JUGGLERS and BONO BOOMERS struggled to maintain their slice of a diminished pie. However the author saw a possible solution to Ireland's quandaries. Taking a trip around the globe from Shanghai to New York, from Latin America to Central Europe, he says we can learn from history and appreciate that Ireland has a unique economic resource: OUR GLOBAL TRIBE. If we exploit the demographic potential of the Diaspora, we can re-invigorate the nation. The prosperity of future Irish generations is based on harnessing the collective power of past generations. This is the global GENERATION GAME.
Author | : Kristine Paulsen |
Publisher | : Little, Brown |
Total Pages | : 217 |
Release | : 2016-11-15 |
Genre | : Social Science |
ISBN | : 0316265969 |
The author of the 400,000-copy bestseller On Killing reveals how violent video games have ushered in a new era of mass homicide -- and what we must do about it. Paducah, Kentucky, 1997: a 14-year-old boy shoots eight students in a prayer circle at his school. Littleton, Colorado, 1999: two high school seniors kill a teacher, twelve other students, and then themselves. Utoya, Norway, 2011: a political extremist shoots and kills sixty-nine participants in a youth summer camp. Newtown, Connecticut, 2012: a troubled 20-year-old man kills 20 children and six adults at the elementary school he once attended. What links these and other horrific acts of mass murder? A young person's obsession with video games that teach to kill. Lt. Col. Dave Grossman, who in his perennial bestseller On Killing revealed that most of us are not "natural born killers" - and who has spent decades training soldiers, police, and others who keep us secure to overcome the intrinsic human resistance to harming others and to use firearms responsibly when necessary - turns a laser focus on the threat posed to our society by violent video games. Drawing on crime statistics, cutting-edge social research, and scientific studies of the teenage brain, Col. Grossman shows how video games that depict antisocial, misanthropic, casually savage behavior can warp the mind - with potentially deadly results. His book will become the focus of a new national conversation about video games and the epidemic of mass murders that they have unleashed.
Author | : Titus Chalk |
Publisher | : Solaris |
Total Pages | : 288 |
Release | : 2017-04-06 |
Genre | : Games |
ISBN | : 1786180677 |
Author | : Dale Green |
Publisher | : Packt Publishing Ltd |
Total Pages | : 304 |
Release | : 2016-01-30 |
Genre | : Computers |
ISBN | : 1785886355 |
Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.
Author | : Alexander Osterwalder |
Publisher | : John Wiley & Sons |
Total Pages | : 295 |
Release | : 2013-02-01 |
Genre | : Business & Economics |
ISBN | : 1118656407 |
Business Model Generation is a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow's enterprises. If your organization needs to adapt to harsh new realities, but you don't yet have a strategy that will get you out in front of your competitors, you need Business Model Generation. Co-created by 470 "Business Model Canvas" practitioners from 45 countries, the book features a beautiful, highly visual, 4-color design that takes powerful strategic ideas and tools, and makes them easy to implement in your organization. It explains the most common Business Model patterns, based on concepts from leading business thinkers, and helps you reinterpret them for your own context. You will learn how to systematically understand, design, and implement a game-changing business model--or analyze and renovate an old one. Along the way, you'll understand at a much deeper level your customers, distribution channels, partners, revenue streams, costs, and your core value proposition. Business Model Generation features practical innovation techniques used today by leading consultants and companies worldwide, including 3M, Ericsson, Capgemini, Deloitte, and others. Designed for doers, it is for those ready to abandon outmoded thinking and embrace new models of value creation: for executives, consultants, entrepreneurs, and leaders of all organizations. If you're ready to change the rules, you belong to "the business model generation!"
Author | : Tanya X. Short |
Publisher | : CRC Press |
Total Pages | : 341 |
Release | : 2019-03-14 |
Genre | : Computers |
ISBN | : 0429948581 |
This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design