Author: Sean Tracy
Publisher: Packt Publishing Ltd
ISBN: 1849692068
Category : Computers
Languages : en
Pages : 550
Book Description
Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool.
Cryengine 3 Game Development
Author: Sean Tracy
Publisher: Packt Publishing Ltd
ISBN: 1849692068
Category : Computers
Languages : en
Pages : 550
Book Description
Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool.
Publisher: Packt Publishing Ltd
ISBN: 1849692068
Category : Computers
Languages : en
Pages : 550
Book Description
Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool.
CRYENGINE Game Development Blueprints
Author: Richard Gerard Marcoux III
Publisher: Packt Publishing Ltd
ISBN: 1784390100
Category : Computers
Languages : en
Pages : 322
Book Description
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.
Publisher: Packt Publishing Ltd
ISBN: 1784390100
Category : Computers
Languages : en
Pages : 322
Book Description
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.
CryENGINE 3 Cookbook
Author: Dan Tracy
Publisher: Packt Publishing Ltd
ISBN: 184969107X
Category : Computers
Languages : en
Pages : 513
Book Description
Over 90 recipes written by Crytek developers for creating third-generation real-time games.
Publisher: Packt Publishing Ltd
ISBN: 184969107X
Category : Computers
Languages : en
Pages : 513
Book Description
Over 90 recipes written by Crytek developers for creating third-generation real-time games.
Stencyl Essentials
Author: Richard Sneyd
Publisher: Packt Publishing Ltd
ISBN: 178439047X
Category : Computers
Languages : en
Pages : 206
Book Description
If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.
Publisher: Packt Publishing Ltd
ISBN: 178439047X
Category : Computers
Languages : en
Pages : 206
Book Description
If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.
Game Mods: Design, Theory and Criticism
Author: Erik Champion
Publisher: Lulu.com
ISBN: 1300540613
Category : Education
Languages : en
Pages : 202
Book Description
Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?
Publisher: Lulu.com
ISBN: 1300540613
Category : Education
Languages : en
Pages : 202
Book Description
Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Interactive Storytelling
Author: Hartmut Koenitz
Publisher: Springer
ISBN: 3319027565
Category : Computers
Languages : en
Pages : 288
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
Publisher: Springer
ISBN: 3319027565
Category : Computers
Languages : en
Pages : 288
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
Source SDK Game Development Essentials
Author: Brett Bernier
Publisher: Packt Publishing Ltd
ISBN: 1849695938
Category : Computers
Languages : en
Pages : 415
Book Description
This book is written by a gamer, for a gamer to guide just about anything with Source SDK giving a firm grasp of all the tools it has to offer using step-by-step explanations. If you’re a keen gamer who wants a bit more out of your favorite game and create your own modifications (mods) and levels with the Source engine, this book is great for you. No programming and Source SDK experience is required.
Publisher: Packt Publishing Ltd
ISBN: 1849695938
Category : Computers
Languages : en
Pages : 415
Book Description
This book is written by a gamer, for a gamer to guide just about anything with Source SDK giving a firm grasp of all the tools it has to offer using step-by-step explanations. If you’re a keen gamer who wants a bit more out of your favorite game and create your own modifications (mods) and levels with the Source engine, this book is great for you. No programming and Source SDK experience is required.
Artificial Intelligence for Computer Games
Author: Pedro Antonio González-Calero
Publisher: Springer Science & Business Media
ISBN: 1441981888
Category : Technology & Engineering
Languages : en
Pages : 210
Book Description
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Publisher: Springer Science & Business Media
ISBN: 1441981888
Category : Technology & Engineering
Languages : en
Pages : 210
Book Description
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Case-Based Reasoning Research and Development
Author: Belén Díaz Agudo
Publisher: Springer
ISBN: 3642329861
Category : Computers
Languages : en
Pages : 481
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 20th International Conference on Case-Based Reasoning Research and Development (ICCBR 2012) held in Lyon, France, September 3-6, 2012. The 34 revised full papers presented were carefully selected from 51 submissions. The presentations and posters covered a wide range of CBR topics of interest to both practitioners and researchers, including foundational issues covering case representation, similarity, retrieval, and adaptation; conversational CBR recommender systems; multi-agent collaborative systems; data mining; time series analysis; Web applications; knowledge management; legal reasoning; healthcare systems and planning and scheduling systems.
Publisher: Springer
ISBN: 3642329861
Category : Computers
Languages : en
Pages : 481
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 20th International Conference on Case-Based Reasoning Research and Development (ICCBR 2012) held in Lyon, France, September 3-6, 2012. The 34 revised full papers presented were carefully selected from 51 submissions. The presentations and posters covered a wide range of CBR topics of interest to both practitioners and researchers, including foundational issues covering case representation, similarity, retrieval, and adaptation; conversational CBR recommender systems; multi-agent collaborative systems; data mining; time series analysis; Web applications; knowledge management; legal reasoning; healthcare systems and planning and scheduling systems.