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48,456 result(s) for "game development"
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Unity 2018 Augmented Reality Projects
Create engaging Augmented Reality (AR) applications with Unity 3D that can be experienced with devices such as HoloLens and Daydream Key Features * Learn the principles of AR application development * Work with the most popular sensors used in AR games and applications across Android, Apple and Windows * Build experiences with interactive objects, physics, UI, animations, and C# scripting Book Description Augmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018. This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor. By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity. What you will learn * Build and run AR applications for specific headsets, including HoloLens and Daydream * Create 3D scenes with Unity and other 3D tools while learning about world space and scale * Move around your AR scenes using locomotion and teleportation * Create filters or overlays that work in tandem with facial recognition software * Use GPS, geolocation services, and the camera feed to create a fitness application * Integrate AR and VR concepts together in a single application Who this book is for Unity 2018 Augmented Reality Projects is for you if you're a game developer familiar with 3D computer graphics and interested in building your own AR games or applications. Any experience in Unity and C# is an advantage.
Fortnite Battle Royale hacks : the unofficial guide to tips and tricks that other guides won't teach you
\"Fortnite Battle Royale for the Playstation 4, Xbox One, Windows PC, and Mac transports gamers to an island that's in the direct path of a strange and deadly storm. This free edition of the game is a quest for survival--as one hundred players get trapped on the island, but only one will ultimately survive. Players must explore their surroundings to gather resources, and then build protective shelters, plus locate weapons and loot (medical packs, potions, ammo, etc.)--all while attempting to defeat enemies in battle as the storm approaches, slowly making more and more of the island inhabitable. This unofficial strategy guide for gamers ages of 8 and up provides the tips and information needed to greatly improve their chances for survival. It includes proven strategies for defeating opponents using weapons, tools, resources, and structures.\"-- Amazon.
Simplifying the Creation of Adventure Serious Games with Educational Oriented Features
Developer-friendly professional authoring tools have greatly simplified entertainment videogame development. However, this simplification had a limited impact on serious games, which require the active collaboration of developers with educators and other stakeholders. To address this issue, we present uAdventure, an easy-to-use game development environment for narrative "point-and-click" graphic adventure games. uAdventure started as a re-implementation of the previously validated eAdventure authoring tool, now built on top of the Unity game platform. The idea is to enjoy the advantages of the Unity professional environment while reducing its complexity to allow non-developers to author serious games. uAdventure is designed to simplify the creation of serious games that include educational-oriented capabilities such as learning analytics without requiring programming knowledge and has been formatively tested with different types of users and in different settings. Initial testing was carried out with a group of heterogeneous users with different computer usage profiles in a vocational environment. In the second round of testing, it was used by students of two different university courses to develop serious games that include educational features such as location-based mechanics and learning analytics. The results of these formative evaluations show that uAdventure can be used as a serious game teaching tool and that it simplifies the creation of serious games with educational features by non-expert authors.
Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages
The emergence of effective Generative AI has sparked a revolution in video game development, enabling us to generate game assets and source code at a fraction of the cost and time needed compared to if human developers were involved. But the support available from GenAI goes far beyond the generation of game assets and code, especially in the case of serious games, which have to combine playability with non-entertainment purposes such as, but not only, education. In this paper, the potential forms of GenAI-based support for serious game development are explored and placed into the context of the respective phases of the serious game development lifecycle. As existing lifecycle models are either not specialized for the specifics of serious games or are otherwise too simple, a new serious game development lifecycle model has been proposed for this purpose.
Software Engineering Perspectives in Computer Game Development
Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences and mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular cultures today. A summary is provided of the latest peer reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. An ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community. Presents a current collection of emerging research at the intersection of games and software engineering. Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education. Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives.
Localization Tools in General Purpose Game Engines: A Systematic Mapping Study
This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline.
VR Developer Gems
This book takes the practicality of other \"Gems\" series such as \"Graphics Gems\" and \"Game Programming Gems\" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 \"tips\", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire. Chapter 1: Introduction. Chapter 2: 2. Extending existing renderers for VR. Chapter 3: User interfaces for Smartphone- VR. Hapetr 4: Navigating through the virtual world. Chapter 5: Image warping & blending. Chapter 6: Real-time rendering techniques for VR. Chapter 7: Foolimng the user. Chapter 8: VR on a Raspberry Pi: \"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming.\" - J. Brzezinski, McHenry County College, CHOICE Reviews , Highly recommended William Sherman , Sr. Technology Advisor Indiana University Research Technologies ● Scientific Visualization lead, visualization production projects, visualization software development. ● Immersive applications, development and installation of immersive (virtual reality) tools and applications, education on immersive techniques and technologies. ● Development of relationship with the Idaho National Laboratory and other Department of Energy facilities. ● Proposal development, lead collaborative grant writing projects involving several universities. ● Open recipe hardware development, developing and building community for low-cost immersive displays (iq- station.org).
Real Sound Synthesis for Interactive Applications
Virtual environments such as games and animated and \"real\" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices.
Building virtual reality with unity and steam VR
Building Virtual Reality with Unity and Steam VR takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR 2.x libraries, this book and its example code are compatible with the main virtual reality (VR) head-mounted displays currently available. This book also looks at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, providing practical ways to reduce their impact to make better VR experiences. Key Features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better VR experiences Practical examples geared to work with any headset compatible with SteamVR, including Oculus Rift, HTC Vive, and Valve Index Uses the SteamVR Interaction system for interactions such as picking up and throwing objects, operating user interfaces and capturing input events for your own scripts Explore advanced spatialized audio with Steam Audio. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for VR-based user interface design Written by a games industry veteran with a proven track record, having worked for IBM Research in educational VR research projects and having made and launched VR experiences.