Unity 3.X Game Development Essentials


Will Goldstone - 2009
    With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

Sun Certified Programmer & Developer for Java 2 Study Guide (Exam 310-035 & 310-027)


Kathy Sierra - 2002
    More than 250 challenging practice questions have been completely revised to closely model the format, tone, topics, and difficulty of the real exam. An integrated study system based on proven pedagogy, exam coverage includes step-by-step exercises, special Exam Watch notes, On-the-Job elements, and Self Tests with in-depth answer explanations to help reinforce and teach practical skills.Praise for the author:"Finally A Java certification book that explains everything clearly. All you need to pass the exam is in this book."--Solveig Haugland, Technical Trainer and Former Sun Course Developer"Who better to write a Java study guide than Kathy Sierra, the reigning queen of Java instruction? Kathy Sierra has done it again--here is a study guide that almost guarantees you a certification "--James Cubeta, Systems Engineer, SGI"The thing I appreciate most about Kathy is her quest to make us all remember that we are teaching people and not just lecturing about Java. Her passion and desire for the highest quality education that meets the needs of the individual student is positively unparalleled at SunEd. Undoubtedly there are hundreds of students who have benefited from taking Kathy's classes."--Victor Peters, founder Next Step Education & Software Sun Certified Java Instructor"I want to thank Kathy for the EXCELLENT Study Guide. The book is well written, every concept is clearly explained using a real life example, and the book states what you specifically need to know for the exam. The way it's written, you feel that you're in a classroom and someone is actually teaching you the difficult concepts, but not in a dry, formal manner. The questions at the end of the chapters are also REALLY good, and I am sure they will help candidates pass the test. Watch out for this Wickedly Smart book."-Alfred Raouf, Web Solution Developer, Kemety.Net"The Sun Certification exam was certainly no walk in the park but Kathy's material allowed me to not only pass the exam, but Ace it "--Mary Whetsel, Sr. Technology Specialist, Application Strategy and Integration, The St. Paul Companies

Unity in Action


Joseph Hocking - 2015
    You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Based on Unity version 5.About the BookThis book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences.Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications.You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed.

Amazon Elastic Compute Cloud (EC2) User Guide


Amazon Web Services - 2012
    This is official Amazon Web Services (AWS) documentation for Amazon Compute Cloud (Amazon EC2).This guide explains the infrastructure provided by the Amazon EC2 web service, and steps you through how to configure and manage your virtual servers using the AWS Management Console (an easy-to-use graphical interface), the Amazon EC2 API, or web tools and utilities.Amazon EC2 provides resizable computing capacity—literally, server instances in Amazon's data centers—that you use to build and host your software systems.

Getting Clojure


Russ Olsen - 2018
    The vision behind Clojure is of a radically simple language framework holding together a sophisticated collection of programming features. Learning Clojure involves much more than just learning the mechanics of the language. To really get Clojure you need to understand the ideas underlying this structure of framework and features. You need this book: an accessible introduction to Clojure that focuses on the ideas behind the language as well as the practical details of writing code.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made


Jason Schreier - 2017
    In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Growing Rails Applications in Practice


Henning Koch - 2014
    

Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design

Game Coding Complete


Mike McShaffry - 2003
    The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.

Ray Tracing in One Weekend (Ray Tracing Minibooks Book 1)


Peter Shirley - 2016
    Each mini-chapter adds one feature to the ray tracer, and by the end the reader can produce the image on the book cover. Details of basic ray tracing code architecture and C++ classes are given.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Arduino Cookbook


Michael Margolis - 2010
    This simple microcontroller board lets artists and designers build a variety of amazing objects and prototypes that interact with the physical world. With this cookbook you can dive right in and experiment with more than a hundred tips and techniques, no matter what your skill level is.The recipes in this book provide solutions for most common problems and questions Arduino users have, including everything from programming fundamentals to working with sensors, motors, lights, and sound, or communicating over wired and wireless networks. You'll find the examples and advice you need to begin, expand, and enhance your projects right away.Get to know the Arduino development environmentUnderstand the core elements of the Arduino programming languageUse common output devices for light, motion, and soundInteract with almost any device that has a remote controlLearn techniques for handling time delays and time measurementUse simple ways to transfer digital information from sensors to the Arduino deviceCreate complex projects that incorporate shields and external modulesUse and modify existing Arduino libraries, and learn how to create your own