The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.
In numerous computer applications there is a need of storing large sets of objects in such a way that some questions about those objects can be answered efficiently. Data structures that store such sets of objects can be either static (built for a fixed set of objects) or dynamic (insertions of new objects and deletions of existing objects can be performed). Especially for more complex searching problems as they arise in such fields as computational geometry, database design and computer graphics, only static data structures are available. This book aims at remedying this lack of flexibility by providing a number of general techniques for turning static data structures for searching problems into dynamic structures. Although the approach is basically theoretical, the techniques offered are often practically applicable. The book is written in such a way that it is readable for those who have some elementary knowledge of data structures and algorithms. Although this monograph was first published in 1983, it is still unique as a general treatment of methods for constructing dynamic data structures.
This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
This introduction to computational geometry focuses on algorithms. Motivation is provided from the application areas as all techniques are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement.
The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.
***FOREWORD BY FABIO CAPELLO*** Since their first appearance in the competition in 1950, England's World Cup story has been one of broken dreams, bad luck, shock losses and penalty nightmares, with one shining exception in 1966, when they famously won the Cup after beating Germany 4-2. In Three Lions Versus the World, Mark Pougatch talks to those who have shaped England's World Cup odyssey, from Brazil 1950 when England lost to the amateurs of America, through the triumph of 1966 and the subsequent failure to retain the Cup in 1970, to the spirit-sapping quarter-final defeats in Japan 2002 and Germany 2006. Household names such as Sir Tom Finney, Don Howe, Martin Peters, Trevor Brooking, Gary Lineker, Tony Adams, Glenn Hoddle and Danny Mills share their personal recollections of playing for England both on and off the pitch in the World Cup. Some reveal how they were affected by the demands placed upon them and by the mounting pressure of expectation from the English public. Others comment candidly on the myriad controversies to befall the England squad over the years. Massive highs are recounted and crushing lows painfully recollected. The contributors are united in the pride they shared in wearing the Three Lions shirt for their country in this most special of tournaments. The players' stories and anecdotes woven around the narrative of the World Cup itself, this is an unbeatable, entertaining and enlightening journey through half a century of English World Cup action that no football fan can afford to miss.
Computational geometry is the part of theoretical computer science that concerns itself with geometrical objects; it aims to define efficient algorithms for problems involving points, lines, polygons, and so on. The field has gained popularity very rapidly during the last decade. This is partly due to the many application areas of computational geometry and partly due to the beauty of the field itself. This monograph focuses on three problems that arise in three-dimensional computational geometry. The first problem is the ray shooting problem: preprocess a set of polyhedra into a data structure such that the first polyhedron that is hit by a query ray can be determined quickly. The second problem is that of computing depth orders: we want to sort a set of polyhedra such thatif one polyhedron is (partially) obscured by another polyhedron then it comes first in the order. The third problem is the hidden surface removal problem: given a set of polyhedra and a view point, compute which parts of the polyhedra are visible from the view point. These three problems involve issues that are fundamental to three-dimensional computational geometry. The book also contains a large introductory part discussing the techniques used to tackle the problems. This part should interest not only those who need the background for the rest of the book but also anyone who wants to know more about some recent techniques in computational geometry.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
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