Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Wednesday, July 26, 2017

Beginner's Guide To Android App Development: A Practical Approach For Beginners

Beginner's Guide To Android App Development: A Practical Approach For Beginners

This book covers Android app design fundamentals in Android Studio using Java programming language.

The author assumes you have no experience in app development. The book starts with the installation of the required development environment and setting up the emulators. Then, the simplest “Hello World” app is developed step by step. In the next chapter, basics of the Java programming language are given with practical examples. Screenshots and code snippets are clearly given in the book to guide the reader. After the Java lecture, 7 complete Android apps are developed again by step by step instructions. Each code line is explained. As the reader follows the development of the example apps, he/she will learn designing user interfaces, connecting interface objects to code, developing efficient Java code and testing the app on emulators and real devices.

The last chapter explains the installation of the Unity game engine, developing a simple 2D platform game in Unity, setting up touch controls for Android environment and exporting the game as a standalone .apk file ready to be installed on Android devices.

Sample apps developed in this book are as follows:

1. Headlight app: Learn the basics of app development and use buttons in your code.

2. Body mass index (BMI) calculator app: Using input boxes, performing calculations and displaying the results on the screen.

3. Simple dice roller app: Using random number generator functions, including images in your project, displaying images on the screen and changing the displayed image programmatically.

4. The compass app: Accessing the magnetic field sensor, setting required permissions, extracting the direction angle and animating a compass figure.

5. Show my location app: Creating a map project, setting required permissions, accessing GPS device and showing real time location on the map.

6. S.O.S. sender app: Adding SMS functionality, setting required permissions and sending real time location using SMS.

7. Development of a 2D platform game: Installing Unity game engine, developing the visual part of the game, implementing the game logic in the code, setting up touch controls and exporting the game as a standalone .apk file.

This book includes 237 figures and 130 code snippets that are used to explain app development concepts clearly. Full resolution colour figures and complete project files can be downloaded from the book's companion website:

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Tuesday, July 25, 2017

An Introduction To Html5 Game Development With Phaser.js

An Introduction To Html5 Game Development With Phaser.js

Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.

Building A 2d Game Physics Engine: Using Html5 And Javascript

Building A 2d Game Physics Engine: Using Html5 And Javascript

Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.

Monday, July 24, 2017

Unreal Engine 4 For Beginners

Unreal Engine 4 For Beginners

Unreal Engine 4 for Beginners, as its name implies, is specifically written with the beginner in mind. It is meant for those who wish to learn how to make video games with no prior game development, game design, or game programming experience. It concentrates on the fundamentals, in order to build a rock solid foundation upon which the reader can use to confidently explore more intermediate and advanced topics. It provides a thorough examination of the basics, covering each subject in fine detail. Great care has been taken to advance through the subject matter in an order that best ensures that everything needed to understand one piece of information has already been covered in the information prior. It makes a great textbook for an Intro to Unreal Engine, or Unreal Engine 101 course. In addition, the book has been formatted specifically for ease of use with tablets and other mobile devices.

The book concentrates heavily on four key areas:

Environments - Construct beautiful environments with moving objects and sounds

Inputs - Enter and explore the worlds you construct by creating a Character and specifying how it can move and how to control those movements

Menus & Displays - Learn how to create the user interfaces and on-screen displays that will enhance your game and bring it to the next level

Logic - Learn how to construct logic and take full control over the first three subject areas. How should objects in your world move? What should cause a certain sound to play? How does the player win the game? You decide!

No need to wait for shipping! Get started learning the fundamentals of game development right now with this specially formatted ebook textbook!

Game Theory: A Classical Introduction, Mathematical Games, And The Tournament

Game Theory: A Classical Introduction, Mathematical Games, And The Tournament

Editor: Daniel Ashlock, University of Guelph

This book is a formalization of collected notes from an introductory game theory course taught at Queen's University. The course introduced traditional game theory and its formal analysis, but also moved to more modern approaches to game theory, providing a broad introduction to the current state of the discipline. Classical games, like the Prisoner's Dilemma and the Lady and the Tiger, are joined by a procedure for transforming mathematical games into card games. Included is an introduction and brief investigation into mathematical games, including combinatorial games such as Nim. The text examines techniques for creating tournaments, of the sort used in sports, and demonstrates how to obtain tournaments that are as fair as possible with regards to playing on courts. The tournaments are tested as in-class learning events, providing a novel curriculum item. Example tournaments are provided at the end of the book for instructors interested in running a tournament in their own classroom. The book is appropriate as a text or companion text for a one-semester course introducing the theory of games or for students who wish to get a sense of the scope and techniques of the field.

Practical Game Ai Programming

Practical Game Ai Programming

Key Features

Move beyond using libraries for creating smart game AIs, create your own AI projects from scratch.

Implement latest algorithms for AI development and in-game interaction

Customize your existing game AIs and make them better and efficient and improve your overall game performance.

Book Description

A smart and diverse game AI is considered to be one of the main pillars of a successful game. This book will help you to get inside game AI programming, implement latest cutting edge algorithms with C#, and finally help you create effective and interesting AI for your game projects.

The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to do determine character movement. Next, you'll learn how AI character should behave within the environment created.

Moving on, you'll explore how to work with the animations. You'll also plan and create pruning strategies, and create Theta Algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when having a lot of characters in the same scene.

You'll explore what methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions, how to overcome some limitations, and how to deliver a better experience to the player.

By the end of the book, you would be able to think differently about AI.

What you will learn

Explore the vast game genres that exist

Get to know the basics of how to create different AI for different type of games

Discover the probabilities and possibilities of the AI character to determine moves taking in consideration the state of the player

Know what to do when something interferes with the AI choices and how the AI will behave if that happens

Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events

Use animations correctly, blending one animation into another and rather than stopping one animation and starting another

Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours

The Colt 1911 Pistol (Osprey Weapon 9)

Download The Colt 1911 Pistol (Osprey Weapon 9) First used in combat during the Punitive Expedition into Me...