Author: Matthew Loux
Publisher: Oni Press
ISBN: 9781932664508
Category : Young Adult Fiction
Languages : en
Pages : 218
Book Description
Brian, Brad and Matt are best described as lovable perpetual losers. They're good guys who just lack direction and are all too happy to be enjoying that lazy time after high school. Their favorite thing to do in life is to play video games, eat junk food and kick around the suburban town they live in. All of this tranquil laziness is interrupted when Brian, Brad and Matt discover that the new girl Amber (of whom Matt is sweet on) is going to that night's big local rock show with Richard, the bully football jock. Determined to steer her away from Richard, the boys are launched off of their lazy rears and forced into a grand adventure. Chased by an irate football team, a vengeful troop of Girl Scouts and a stalking evil cat that may actually be possessed by Satan, our heroes are thrust into a giant rock 'n' roll videogame adventure.
Sidescrollers
Author: Matthew Loux
Publisher: Oni Press
ISBN: 9781932664508
Category : Young Adult Fiction
Languages : en
Pages : 218
Book Description
Brian, Brad and Matt are best described as lovable perpetual losers. They're good guys who just lack direction and are all too happy to be enjoying that lazy time after high school. Their favorite thing to do in life is to play video games, eat junk food and kick around the suburban town they live in. All of this tranquil laziness is interrupted when Brian, Brad and Matt discover that the new girl Amber (of whom Matt is sweet on) is going to that night's big local rock show with Richard, the bully football jock. Determined to steer her away from Richard, the boys are launched off of their lazy rears and forced into a grand adventure. Chased by an irate football team, a vengeful troop of Girl Scouts and a stalking evil cat that may actually be possessed by Satan, our heroes are thrust into a giant rock 'n' roll videogame adventure.
Publisher: Oni Press
ISBN: 9781932664508
Category : Young Adult Fiction
Languages : en
Pages : 218
Book Description
Brian, Brad and Matt are best described as lovable perpetual losers. They're good guys who just lack direction and are all too happy to be enjoying that lazy time after high school. Their favorite thing to do in life is to play video games, eat junk food and kick around the suburban town they live in. All of this tranquil laziness is interrupted when Brian, Brad and Matt discover that the new girl Amber (of whom Matt is sweet on) is going to that night's big local rock show with Richard, the bully football jock. Determined to steer her away from Richard, the boys are launched off of their lazy rears and forced into a grand adventure. Chased by an irate football team, a vengeful troop of Girl Scouts and a stalking evil cat that may actually be possessed by Satan, our heroes are thrust into a giant rock 'n' roll videogame adventure.
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Superheroes and Identities
Author: Mel Gibson
Publisher: Routledge
ISBN: 1317633288
Category : Comics & Graphic Novels
Languages : en
Pages : 295
Book Description
Superheroes have been the major genre to emerge from comics and graphic novels, saturating popular culture with images of muscular men and sexy women. A major aspect of this genre is identity in the roles played by individuals, the development of identities through extended stories and in the ways the characters inspire audiences. This collection analyses stories from popular comics franchises such as Batman, Captain America, Ms Marvel and X-Men, alongside less well known comics such as Kabuki and Flex Mentallo. It explores what superhero narratives can reveal about our attitudes towards femininity, race, maternity, masculinity and queer culture. Using this approach, the volume asks questions such as why there are no black supervillains in mainstream comics, how second wave feminism and feminist film theory may help us to understand female comic book characters, the ways in which Flex Mentallo transcends the boundaries of straightness and gayness and how both fans and industry appropriate the sexual identity of superheroes. The book was originally published in a special issue of the Journal of Graphic Novels and Comics.
Publisher: Routledge
ISBN: 1317633288
Category : Comics & Graphic Novels
Languages : en
Pages : 295
Book Description
Superheroes have been the major genre to emerge from comics and graphic novels, saturating popular culture with images of muscular men and sexy women. A major aspect of this genre is identity in the roles played by individuals, the development of identities through extended stories and in the ways the characters inspire audiences. This collection analyses stories from popular comics franchises such as Batman, Captain America, Ms Marvel and X-Men, alongside less well known comics such as Kabuki and Flex Mentallo. It explores what superhero narratives can reveal about our attitudes towards femininity, race, maternity, masculinity and queer culture. Using this approach, the volume asks questions such as why there are no black supervillains in mainstream comics, how second wave feminism and feminist film theory may help us to understand female comic book characters, the ways in which Flex Mentallo transcends the boundaries of straightness and gayness and how both fans and industry appropriate the sexual identity of superheroes. The book was originally published in a special issue of the Journal of Graphic Novels and Comics.
Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351116282
Category : Computers
Languages : en
Pages : 513
Book Description
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Publisher: CRC Press
ISBN: 1351116282
Category : Computers
Languages : en
Pages : 513
Book Description
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers
Author: Matthew E. Gladden
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Mastering Game Design with Unity 2021
Author: Scott Tykoski
Publisher: BPB Publications
ISBN: 9355512163
Category : Computers
Languages : en
Pages : 640
Book Description
Learn and Leverage the Power of Unity to Create Amazing Video Games! KEY FEATURES ● Discover everything to learn about Game Design, processes, and Unity's 2D and 3D engines. ● Less complicated step-by-step tutorials on building gameplay systems and improving their performance. ● Dedicated help and support for developing prototypes, releasing games, and sharpening the user experience. DESCRIPTION The Unity Engine has been steadily evolving over the past few years into one of the most powerful resources for the game development community. Its feature-rich toolkit and user-friendliness make it an ideal foundation for budding game developers. The book ‘Mastering Game Design with Unity 2021’ will walk you through creating a multimedia game from scratch, covering everything from the basics of game development to advanced design concepts. The book will help you to learn the ins and outs of scenes, game objects, input systems, physics, particles, and post-processing effects, and even get access to instructions to put your newfound skills to use. In addition, this book will help you to learn the fundamentals of game logic design, interactive narratives, game mechanics, storyboarding, and design structure in an easy-to-understand format from a coaching game expert. Whether you're brand new to the gaming industry or a seasoned developer looking to strengthen your Unity skills, this book will provide everything you need to know to design stunning 3D games, animations, 3D content, and virtual reality/augmented reality experiences in Unity 3D. WHAT YOU WILL LEARN ● Use the Unity Game Editor and Assets to design and build 3D animations and games. ● Understand important game design concepts across a variety of genres. ● Take advantage of Unity's pre-built UI, rendering, physics, and graphics systems. ● Create custom gameplay systems and elements using C# scripting. ● Figure out how to make an already existing prototype appear even better. WHO THIS BOOK IS FOR This book is for aspiring game designers, animators, and professional graphic creators who wish to create games with spectacular 3D visuals and high-quality animation effects. Readers can go through the fundamentals of game design and then learn how to use them in Unity to make their own custom video game from scratch. TABLE OF CONTENTS 1. The Unity Engine 2. Components and Prefabs 3. The Basics of Combat 4. Getting to Know UI 5. Mastering the Fundamentals 6. The Physics of Fun 7. The Joy of Animation 8. The Mind of the Enemy 9. Forging Your Weapon System 10. All About Audio 11. A Graphical Upgrade 12. So Many Particles 13. Mastering Player Progression 14. UX 15. 2D vs. 3D 16. Mastering the Genres 17. Platforms and Publishing 18. From Concept to Completion
Publisher: BPB Publications
ISBN: 9355512163
Category : Computers
Languages : en
Pages : 640
Book Description
Learn and Leverage the Power of Unity to Create Amazing Video Games! KEY FEATURES ● Discover everything to learn about Game Design, processes, and Unity's 2D and 3D engines. ● Less complicated step-by-step tutorials on building gameplay systems and improving their performance. ● Dedicated help and support for developing prototypes, releasing games, and sharpening the user experience. DESCRIPTION The Unity Engine has been steadily evolving over the past few years into one of the most powerful resources for the game development community. Its feature-rich toolkit and user-friendliness make it an ideal foundation for budding game developers. The book ‘Mastering Game Design with Unity 2021’ will walk you through creating a multimedia game from scratch, covering everything from the basics of game development to advanced design concepts. The book will help you to learn the ins and outs of scenes, game objects, input systems, physics, particles, and post-processing effects, and even get access to instructions to put your newfound skills to use. In addition, this book will help you to learn the fundamentals of game logic design, interactive narratives, game mechanics, storyboarding, and design structure in an easy-to-understand format from a coaching game expert. Whether you're brand new to the gaming industry or a seasoned developer looking to strengthen your Unity skills, this book will provide everything you need to know to design stunning 3D games, animations, 3D content, and virtual reality/augmented reality experiences in Unity 3D. WHAT YOU WILL LEARN ● Use the Unity Game Editor and Assets to design and build 3D animations and games. ● Understand important game design concepts across a variety of genres. ● Take advantage of Unity's pre-built UI, rendering, physics, and graphics systems. ● Create custom gameplay systems and elements using C# scripting. ● Figure out how to make an already existing prototype appear even better. WHO THIS BOOK IS FOR This book is for aspiring game designers, animators, and professional graphic creators who wish to create games with spectacular 3D visuals and high-quality animation effects. Readers can go through the fundamentals of game design and then learn how to use them in Unity to make their own custom video game from scratch. TABLE OF CONTENTS 1. The Unity Engine 2. Components and Prefabs 3. The Basics of Combat 4. Getting to Know UI 5. Mastering the Fundamentals 6. The Physics of Fun 7. The Joy of Animation 8. The Mind of the Enemy 9. Forging Your Weapon System 10. All About Audio 11. A Graphical Upgrade 12. So Many Particles 13. Mastering Player Progression 14. UX 15. 2D vs. 3D 16. Mastering the Genres 17. Platforms and Publishing 18. From Concept to Completion
Sharknife, Volume One: Stage First
Author: Corey Lewis
Publisher: Oni Press
ISBN: 1620100584
Category : Comics & Graphic Novels
Languages : en
Pages : 148
Book Description
The Guandong Factory isn't like other restaurants. It's five stories tall, for one. For two, it produces more peach dumplings per day than most eateries do in a decade. For three, it's the home of Sharknife-a mystical protector charged with protecting the establishment from those who would do it harm! Once just a simple busboy, now Caesar Ives is something more--a crazy red rocket hero destined for greatness! But can Caesar juggle both lives? Nabbing both the girl (the supersexy Chieko Plumbheart) *and* stopping the baddies? Find out in the first fist-pounding volume by Udon Studio's Corey Lewis (Street Fighter, Rival Schools)!
Publisher: Oni Press
ISBN: 1620100584
Category : Comics & Graphic Novels
Languages : en
Pages : 148
Book Description
The Guandong Factory isn't like other restaurants. It's five stories tall, for one. For two, it produces more peach dumplings per day than most eateries do in a decade. For three, it's the home of Sharknife-a mystical protector charged with protecting the establishment from those who would do it harm! Once just a simple busboy, now Caesar Ives is something more--a crazy red rocket hero destined for greatness! But can Caesar juggle both lives? Nabbing both the girl (the supersexy Chieko Plumbheart) *and* stopping the baddies? Find out in the first fist-pounding volume by Udon Studio's Corey Lewis (Street Fighter, Rival Schools)!
Your Name, In Fire
Author: Kera Emory
Publisher: Kera Emory
ISBN:
Category : Fiction
Languages : en
Pages : 372
Book Description
Publisher: Kera Emory
ISBN:
Category : Fiction
Languages : en
Pages : 372
Book Description
Silenced in the Library
Author: Zeke Jarvis
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 498
Book Description
Censorship has been an ongoing phenomenon even in "the land of the free." This examination of banned books across U.S. history examines the motivations and effects of censorship, shows us how our view of right and wrong has evolved over the years, and helps readers to understand the tremendous importance of books and films in our society. Books ranging from classics such as A Farewell to Arms, Lord of the Rings, The Catcher in the Rye, and The Color Purple as well as best-selling books such as Are You There, God? It's Me Margaret, titles in the Harry Potter series, and various books by bestselling novelist Stephen King have all been on the banned books list. What was the content that got them banned, who wanted them banned, and did the ban have the desired effect of minimizing the number of people who read the title-or did it have the opposite effect, inadvertently creating an even larger readership for the book? Silenced in the Library: Banned Books in America provides a comprehensive examination of the challenges to major books as well as the final results of these selections being deemed "unfit for public consumption." Included in its discussion are explanations of the true nature of the objections along with the motives of the authors, publishers, and major proponents of the books. Content is organized based on why the books were banned, such as sexual content, drug use, or religious objections. This approach helps readers to see trends in how people have approached the challenge of evaluating what is "proper" and shows how our societal consensus of what is acceptable has evolved over the years. Readers will come away with a fuller appreciation of the immense power of words on a page-or an eReader device-to inflame and outrage, influence opinion, incite thought, and even change the course of history.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 498
Book Description
Censorship has been an ongoing phenomenon even in "the land of the free." This examination of banned books across U.S. history examines the motivations and effects of censorship, shows us how our view of right and wrong has evolved over the years, and helps readers to understand the tremendous importance of books and films in our society. Books ranging from classics such as A Farewell to Arms, Lord of the Rings, The Catcher in the Rye, and The Color Purple as well as best-selling books such as Are You There, God? It's Me Margaret, titles in the Harry Potter series, and various books by bestselling novelist Stephen King have all been on the banned books list. What was the content that got them banned, who wanted them banned, and did the ban have the desired effect of minimizing the number of people who read the title-or did it have the opposite effect, inadvertently creating an even larger readership for the book? Silenced in the Library: Banned Books in America provides a comprehensive examination of the challenges to major books as well as the final results of these selections being deemed "unfit for public consumption." Included in its discussion are explanations of the true nature of the objections along with the motives of the authors, publishers, and major proponents of the books. Content is organized based on why the books were banned, such as sexual content, drug use, or religious objections. This approach helps readers to see trends in how people have approached the challenge of evaluating what is "proper" and shows how our societal consensus of what is acceptable has evolved over the years. Readers will come away with a fuller appreciation of the immense power of words on a page-or an eReader device-to inflame and outrage, influence opinion, incite thought, and even change the course of history.
Action Arcade Adventure Set
Author: Diana Gruber
Publisher: Coriolis Group Books
ISBN: 9781883577063
Category : Computers
Languages : en
Pages : 550
Book Description
This book/disk set provides C programmers with everything they need to create their own action arcade games. Action Arcade Adventures reveals the real secrets of game development not found anywhere else. The disk includes an amazing game engine, complete game editor, full source code for an action arcade game, and a high-performance graphics library.
Publisher: Coriolis Group Books
ISBN: 9781883577063
Category : Computers
Languages : en
Pages : 550
Book Description
This book/disk set provides C programmers with everything they need to create their own action arcade games. Action Arcade Adventures reveals the real secrets of game development not found anywhere else. The disk includes an amazing game engine, complete game editor, full source code for an action arcade game, and a high-performance graphics library.