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XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games. Zune Game Development Using XNA 3.0 is a comprehensive book that will guide you through the many aspects of XNA game development and their specific implementations on the Zune platform. The book addresses Zune game development concepts in detail and shows you how to apply them in practical, step–by–step examples, building complete, working XNA 3.0 examples along the way that you can download and play.
Computer games --- Software engineering. --- Game Development. --- Software Engineering/Programming and Operating Systems. --- Programming. --- Computer software engineering --- Engineering --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Microsoft XNA (Computer file) --- XNA (Computer file) --- Programming
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Scratch (Computer program language) --- Computer programming. --- Computer games --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming languages (Electronic computers) --- Programming. --- Programming --- Video games
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Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to! XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to know—just learn what you need to start creating your own games right now! This fast–paced introduction to XNA 3.0 and the C# language provides you with a quick–start guide to creating high–quality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professional–looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques.
Computer games. --- Computer games --- Engineering & Applied Sciences --- Computer Science --- Programming --- Information Technology --- General and Others --- Programming. --- Microsoft XNA (Computer file) --- Computer game programming --- Game programming (Computer games) --- XNA (Computer file) --- Computer science. --- Computer Science. --- Computer Science, general. --- Informatics --- Science --- Computer programming --- Computer games—Programming. --- Software engineering. --- Game Development. --- Software Engineering/Programming and Operating Systems. --- Computer software engineering --- Engineering
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3D Game Programming --- XNA --- Xbox --- Computer games --- Video games --- software --- .Net --- gaming --- C# --- Television games --- Videogames --- Electronic games --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming --- Microsoft XNA (Computer file) --- XNA (Computer file) --- departement Onderzoek 09 --- programmeren --- game design
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A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine
Computer games --- Three-dimensional display systems. --- 3-D display systems --- 3D display systems --- Display systems, Three-dimensional --- Information display systems --- Three-dimensional imaging --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming. --- Silverlight (Electronic resource) --- Microsoft Silverlight (Electronic resource) --- Programming --- Video games
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We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with Flash is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this book is for you. Focused and friendly introduction to designing games with Flash and ActionScript Five detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters.
Computer games -- Programming. --- Flash (Computer file). --- Engineering & Applied Sciences --- Computer Science --- Information Technology --- Computer Science (Hardware & Networks) --- Computer games --- Programming. --- Flash (Computer file) --- Computer game programming --- Game programming (Computer games) --- Macromedia Flash --- Computer science. --- Computer Science. --- Computer Science, general. --- Computer programming --- Computer games—Programming. --- Game Development. --- Media Design. --- Informatics --- Science --- Multimedia systems . --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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"'Game Feel' exposes 'feel' as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described."
Computer games --- Human-computer interaction --- Informatique graphique --- Art vidéo --- Programmation informatique --- Design --- Programming --- Games --- gamedesign --- 527 --- Tastzin (Voelen) --- informatica - specifieke toepassingen --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Computer game programming --- Game programming (Computer games) --- Computer programming --- games --- Computer. Automation --- Computer games - Design --- Computer games - Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- 3D computertoepassingen --- grafische computerprogramma's --- programmeren (informatica)
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If you play World of Warcraft, chances are you know what Deadly Boss Mods is: it's the most widely downloaded modification available for World of Warcraft, considered required software for many professional raid guilds, and arguably the most popular modern video game mod in history. Paul Emmerich, the author of Deadly Boss Mods, will take you from novice to elite with his approachable, up-to-date guide to building add-ons for the most popular video game in history. Using the powerful Lua scripting language and XML, you'll learn how to build and update powerful mods that can fundamentally remake your World of Warcraft experience and introduce you to the field of professional software development. Beginning Lua with World of Warcraft Add-ons teaches you the essentials of Lua and XML using exciting code examples that you can run and apply immediately. You'll gain competence in Lua specifics like tables and metatables and the imperative nature of Lua as a scripting language. More advanced techniques like file persistence, error handling, and script debugging are made clear as you learn everything within the familiar, exciting context of making tools that work in Azeroth. You'll not only learn all about the World of Warcraft application programming interface and programming, and gain coding skills that will make all your online friends think you're a coding god, but also gain hands-on Lua scripting experience that could translate into an exciting job in the video game industry!
Information Technology --- Computer Science (Hardware & Networks) --- General and Others --- Lua (Computer program language) --- Computer games --- Computer game programming --- Game programming (Computer games) --- Programming. --- Computer science. --- Computer programming. --- Computer Science. --- Programming Techniques. --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Informatics --- Science --- Programming --- World of Warcraft. --- Computer programming --- Programming languages (Electronic computers) --- Computer games—Programming. --- Game Development. --- World of Warcraft (Game) --- WoW (Game) --- Fantasy games
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A study of the relationship between platform and creative expression in the Atari VCS.The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms—the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Atari 2600 (Video game console) --- Computer games --- Video games --- Programming. --- Equipment and supplies. --- History. --- Television games --- Videogames --- Computer game programming --- Game programming (Computer games) --- Atari CX2600 (Video game console) --- Atari VCS (Video game console) --- Atari video computer system --- VCS (Video game console) --- Electronic games --- Computer programming --- Atari computer --- Equipment and supplies --- GAME STUDIES/General --- DIGITAL HUMANITIES & NEW MEDIA/General --- SOCIAL SCIENCES/Media Studies --- Jeux vidéo --- Atari (ordinateurs) --- Internet games --- Games --- Programming
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Join the game development revolution today! XNA 3.0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn't sacrifice power for this ease of use—it is built entirely on DirectX technology. Completely updated for XNA 3.0, expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Xbox 360, PC, and Zune. Advanced XNA programmers, experienced coders new to game development, and even complete beginners will find XNA 3.0 Game Programming Recipes an invaluable companion whether building games for fun or as commercial products.
Computer games -- Programming. --- Computer games. --- Microsoft XNA (Computer file). --- Computer games --- Engineering & Applied Sciences --- Computer Science --- Programming --- Information Technology --- Computer Science (Hardware & Networks) --- General and Others --- Video games. --- Programming. --- Microsoft XNA (Computer file) --- Television games --- Videogames --- Computer game programming --- Game programming (Computer games) --- XNA (Computer file) --- Computer science. --- Computer Science. --- Computer Science, general. --- Electronic games --- Computer programming --- Computer games—Programming. --- Software engineering. --- Game Development. --- Software Engineering/Programming and Operating Systems. --- Computer software engineering --- Engineering --- departement Onderzoek 08 --- XNA --- programmeren --- game design --- Internet games --- Games --- Video games
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