Author: Michael Matthew Messina
Publisher: CRC Press
ISBN: 042987720X
Category : Computers
Languages : en
Pages : 530
Book Description
GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide
An Introduction to GameGuru
Author: Michael Matthew Messina
Publisher: CRC Press
ISBN: 042987720X
Category : Computers
Languages : en
Pages : 530
Book Description
GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide
Publisher: CRC Press
ISBN: 042987720X
Category : Computers
Languages : en
Pages : 530
Book Description
GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide
The Gigantic Book of Games for Youth Ministry
Author: Group Publishing
Publisher: Group Publishing (Company)
ISBN: 9780764420894
Category : Church group work with teenagers
Languages : en
Pages : 0
Book Description
Get ready for the biggest and the best game book ever! With brain-stretching games, friend-making games, and holiday games kids will have a blast. Over 300 games are included.
Publisher: Group Publishing (Company)
ISBN: 9780764420894
Category : Church group work with teenagers
Languages : en
Pages : 0
Book Description
Get ready for the biggest and the best game book ever! With brain-stretching games, friend-making games, and holiday games kids will have a blast. Over 300 games are included.
Tricks of the Game-programming Gurus
Author: André LaMothe
Publisher: Prentice Hall
ISBN: 9780672305078
Category : Computers
Languages : en
Pages : 770
Book Description
This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation.
Publisher: Prentice Hall
ISBN: 9780672305078
Category : Computers
Languages : en
Pages : 770
Book Description
This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation.
10th European Conference on Games Based Learning
Author:
Publisher: Academic Conferences and publishing limited
ISBN: 1911218093
Category :
Languages : en
Pages : 1041
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1911218093
Category :
Languages : en
Pages : 1041
Book Description
Go
Author: Ch'i-hun Cho
Publisher: Kiseido Publishing Company
ISBN: 9784906574506
Category : Games & Activities
Languages : en
Pages : 138
Book Description
Go is a strategy game played throughout eastern Asian for thousands of years. This introduction to the game presents rules, tactics, and strategies.
Publisher: Kiseido Publishing Company
ISBN: 9784906574506
Category : Games & Activities
Languages : en
Pages : 138
Book Description
Go is a strategy game played throughout eastern Asian for thousands of years. This introduction to the game presents rules, tactics, and strategies.
Photoshop for Games
Author: Shawn Nelson
Publisher: Pearson Education
ISBN: 032199020X
Category : Computers
Languages : en
Pages : 305
Book Description
Most game artists use Photoshop to work out idea as much as to create a final product that can be used in a game. There are many ways to work efficiently in the program that can be tapped for a workflow that keeps artists productive and sane. This book takes an approach to creating assets in Photoshop that both beginners and intermediates will find refreshing. Where other books focus on Photoshop lessons or on the basics of drawing, Photoshop for Games gives you many hands-on lessons for developing artwork that can be adapted for many purposes. Full of inspiring projects, readers will find examples from comic, realistic, graphic styles, and more. Downloadable project files and videos accompany some of the tutorials so that readers can dive deeper on topics. Whether they are developing games for consoles, mobile devices, or the Web, game artists from all backgrounds will learn the best practices to game art creation in Photoshop.
Publisher: Pearson Education
ISBN: 032199020X
Category : Computers
Languages : en
Pages : 305
Book Description
Most game artists use Photoshop to work out idea as much as to create a final product that can be used in a game. There are many ways to work efficiently in the program that can be tapped for a workflow that keeps artists productive and sane. This book takes an approach to creating assets in Photoshop that both beginners and intermediates will find refreshing. Where other books focus on Photoshop lessons or on the basics of drawing, Photoshop for Games gives you many hands-on lessons for developing artwork that can be adapted for many purposes. Full of inspiring projects, readers will find examples from comic, realistic, graphic styles, and more. Downloadable project files and videos accompany some of the tutorials so that readers can dive deeper on topics. Whether they are developing games for consoles, mobile devices, or the Web, game artists from all backgrounds will learn the best practices to game art creation in Photoshop.
Handbook of Research on Business Models in Modern Competitive Scenarios
Author: Jamil, George Leal
Publisher: IGI Global
ISBN: 152257266X
Category : Business & Economics
Languages : en
Pages : 565
Book Description
Business models are regarded as a main emerging topic in the management area for opportune science-driven practical conceptions and applications. They represent how organizations are proposed and planned, as well as how they establish a market and social relations, manage strategic resources, and make decisions. However, companies must produce new solutions for strategic sustainability, performance measurement, and overall managerial conditions for these business models to be implemented effectively. The Handbook of Research on Business Models in Modern Competitive Scenarios depicts how business models contribute to strategic competition in this new era of technological and social changes as well as how they are conceptualized, studied, designed, implemented, and in the end, how they can be improved. Featuring research on topics such as creating shared value, global scenarios, and organizational intelligence, this book provides pivotal information for scientific researchers, business decision makers, strategic planners, consultants, managers, and academicians.
Publisher: IGI Global
ISBN: 152257266X
Category : Business & Economics
Languages : en
Pages : 565
Book Description
Business models are regarded as a main emerging topic in the management area for opportune science-driven practical conceptions and applications. They represent how organizations are proposed and planned, as well as how they establish a market and social relations, manage strategic resources, and make decisions. However, companies must produce new solutions for strategic sustainability, performance measurement, and overall managerial conditions for these business models to be implemented effectively. The Handbook of Research on Business Models in Modern Competitive Scenarios depicts how business models contribute to strategic competition in this new era of technological and social changes as well as how they are conceptualized, studied, designed, implemented, and in the end, how they can be improved. Featuring research on topics such as creating shared value, global scenarios, and organizational intelligence, this book provides pivotal information for scientific researchers, business decision makers, strategic planners, consultants, managers, and academicians.
The Cultural Life of Machine Learning
Author: Jonathan Roberge
Publisher: Springer Nature
ISBN: 3030562867
Category : Social Science
Languages : en
Pages : 298
Book Description
This book brings together the work of historians and sociologists with perspectives from media studies, communication studies, cultural studies, and information studies to address the origins, practices, and possible futures of contemporary machine learning. From its foundations in 1950s and 1960s pattern recognition and neural network research to the modern-day social and technological dramas of DeepMind’s AlphaGo, predictive political forecasting, and the governmentality of extractive logistics, machine learning has become controversial precisely because of its increased embeddedness and agency in our everyday lives. How can we disentangle the history of machine learning from conventional histories of artificial intelligence? How can machinic agents’ capacity for novelty be theorized? Can reform initiatives for fairness and equity in AI and machine learning be realized, or are they doomed to cooptation and failure? And just what kind of “learning” does machine learning truly represent? We empirically address these questions and more to provide a baseline for future research. Chapter 2 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Publisher: Springer Nature
ISBN: 3030562867
Category : Social Science
Languages : en
Pages : 298
Book Description
This book brings together the work of historians and sociologists with perspectives from media studies, communication studies, cultural studies, and information studies to address the origins, practices, and possible futures of contemporary machine learning. From its foundations in 1950s and 1960s pattern recognition and neural network research to the modern-day social and technological dramas of DeepMind’s AlphaGo, predictive political forecasting, and the governmentality of extractive logistics, machine learning has become controversial precisely because of its increased embeddedness and agency in our everyday lives. How can we disentangle the history of machine learning from conventional histories of artificial intelligence? How can machinic agents’ capacity for novelty be theorized? Can reform initiatives for fairness and equity in AI and machine learning be realized, or are they doomed to cooptation and failure? And just what kind of “learning” does machine learning truly represent? We empirically address these questions and more to provide a baseline for future research. Chapter 2 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies
Author: Pope, Nigel
Publisher: IGI Global
ISBN: 1605664073
Category : Computers
Languages : en
Pages : 413
Book Description
Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Publisher: IGI Global
ISBN: 1605664073
Category : Computers
Languages : en
Pages : 413
Book Description
Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Differentiated Assessment Strategies
Author: Carolyn Chapman
Publisher: Corwin Press
ISBN: 9780761988915
Category : Education
Languages : en
Pages : 252
Book Description
Empower students to self-assess and improve performance with these ready-to-use assessment strategies and tools! Do you have a full toolbox to gather ongoing assessment information to pinpoint student needs and plan instruction? Do you believe a student's interests can leverage academic success? Would you like to help your students grow as reflective self-assessing thinkers? With this classroom-friendly guide, you'll become a better teacher as you learn to assess students before, during, and after instruction. Packed with tools, surveys, checklists, questionnaires, assignments, organizers, guidelines, and rubrics, Differentiated assessment strategies addresses informal as well as formal assessments, and assessments before, during, and after learning for learners of all types and levels, including K-12, special needs, and gifted students. In addition to application of the latest research, you'll become skilled in novel assessment tools that provide immediate feedback. Chapman and King provide ready-to-use tools to: evaluate and activate students' prior knowledge, transform homework into rich learning opportunities, draw higher order thinking from ALL students, assess learning to offer feedback to students, assess learner preferences, as well as cognitive styles and multiple intelligences, determine student comprehension and requirements for reteaching, build students' metacognitive power to self-assess their own learning, and use assessment strategies to build a positive learning culture and energize your students!
Publisher: Corwin Press
ISBN: 9780761988915
Category : Education
Languages : en
Pages : 252
Book Description
Empower students to self-assess and improve performance with these ready-to-use assessment strategies and tools! Do you have a full toolbox to gather ongoing assessment information to pinpoint student needs and plan instruction? Do you believe a student's interests can leverage academic success? Would you like to help your students grow as reflective self-assessing thinkers? With this classroom-friendly guide, you'll become a better teacher as you learn to assess students before, during, and after instruction. Packed with tools, surveys, checklists, questionnaires, assignments, organizers, guidelines, and rubrics, Differentiated assessment strategies addresses informal as well as formal assessments, and assessments before, during, and after learning for learners of all types and levels, including K-12, special needs, and gifted students. In addition to application of the latest research, you'll become skilled in novel assessment tools that provide immediate feedback. Chapman and King provide ready-to-use tools to: evaluate and activate students' prior knowledge, transform homework into rich learning opportunities, draw higher order thinking from ALL students, assess learning to offer feedback to students, assess learner preferences, as well as cognitive styles and multiple intelligences, determine student comprehension and requirements for reteaching, build students' metacognitive power to self-assess their own learning, and use assessment strategies to build a positive learning culture and energize your students!