Programming Game AI by Example

Programming Game AI by Example
Author: Mat Buckland
Publisher: Jones & Bartlett Learning
Total Pages: 522
Release: 2005
Genre: Computers
ISBN: 9781556220784

This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.

Postmortems from Game Developer

Postmortems from Game Developer
Author: Austin Grossman
Publisher: Taylor & Francis
Total Pages: 354
Release: 2013-04-02
Genre: Computers
ISBN: 1136064613

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.

Trigger Happy

Trigger Happy
Author: Steven Poole
Publisher: Arcade Publishing
Total Pages: 268
Release: 2004
Genre: Computers
ISBN: 9781559705981

Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

C# Bible

C# Bible
Author: Jeff Ferguson
Publisher: Wiley
Total Pages: 0
Release: 2002-08-09
Genre: Computers
ISBN: 9780764548345

100% comprehensive, the C# Bible will have even beginning programmers up and running with Microsoft's new C# language quickly and easily. But this title does not stop at just presenting the C# language - it teaches practical application development in the new .NET Framework. Starting at ground zero, readers will benefit from veteran developer Jeff Ferguson's insight into topics that include: * Background of C# * .NET concepts * Defining data with variables * Building containers with arrays * Writing expressions and statements * Object Oriented Programming with C# * Maintaining state with fields * Defining behavior with methods * Building WinForm and WebFom applications * Using C# in ASP.NET * Working with COM

Excel 2007 VBA Programmer's Reference

Excel 2007 VBA Programmer's Reference
Author: John Green
Publisher: John Wiley & Sons
Total Pages: 1178
Release: 2011-08-10
Genre: Computers
ISBN: 1118169360

This book is aimed squarely at Excel users who want to harness the power of the VBA language in their Excel applications. At all times, the VBA language is presented in the context of Excel, not just as a general application programming language. The Primer has been written for those who are new to VBA programming and the Excel object model. It introduces the VBA language and the features of the language that are common to all VBA applications. It explains the relationship between collections, objects, properties, methods, and events and shows how to relate these concepts to Excel through its object model. It also shows how to use the Visual Basic Editor and its multitude of tools, including how to obtain help. The middle section of the book takes the key objects in Excel and shows, through many practical examples, how to go about working with those objects. The techniques presented have been developed through the exchange of ideas of many talented Excel VBA programmers over many years and show the best way to gain access to workbooks, worksheets, charts, ranges, and so on. The emphasis is on efficiency—that is, how to write code that is readable and easy to maintain and that runs at maximum speed. In addition, the chapters devoted to accessing external databases detail techniques for accessing data in a range of formats. The final four chapters of the book address the following advanced issues: linking Excel to the Internet, writing code for international compatibility, programming the Visual Basic Editor, and how to use the functions in the Win32 API (Windows 32-bit Application Programming Interface).

Designing Virtual Worlds

Designing Virtual Worlds
Author: Richard A. Bartle
Publisher: New Riders
Total Pages: 768
Release: 2004
Genre: Computers
ISBN: 9780131018167

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Excel 2003 VBA Programmer's Reference

Excel 2003 VBA Programmer's Reference
Author: Paul T. Kimmel
Publisher: John Wiley & Sons
Total Pages: 1176
Release: 2004-10-06
Genre: Computers
ISBN: 0764578987

What is this book about? Excel 2003 VBA Programmer's Reference is an updated and expanded version of the two previous editions now with a reference section downloadable from the Web for easy perusal. The book is aimed at Excel users who want to gain more control over their spreadsheets using VBA or who want to develop Excel applications for other users. The book starts with a primer chapter focused on bringing the readers up to speed with Excel and VBA. From there, the book expands to focus on major issues faced by advanced Excel users and developers. What does this book cover? In this book, you'll discover how to do the following: Set up applications and convert them to add-ins Package and distribute Excel applications Set up interaction with other Office applications and databases Program the VB Editor and use the Windows API Use VB6 and VB.NET with Excel Set up internationalization Advanced debugging and error handling techniques

Cultures of Computer Game Concerns

Cultures of Computer Game Concerns
Author: Estrid Sörensen
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Total Pages: 355
Release: 2017-03-18
Genre: Comparison
ISBN: 9783837639346

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.

I Am Error

I Am Error
Author: Nathan Altice
Publisher: MIT Press
Total Pages: 439
Release: 2017-09-08
Genre: Computers
ISBN: 0262534541

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Gaming Rhythms

Gaming Rhythms
Author: Tom Apperley
Publisher: Lulu.com
Total Pages: 169
Release: 2011-06-16
Genre: Computers
ISBN: 908160211X

"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.