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  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2008

    1568814453 / 9781568814452

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    EUR 45,93

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    Paperback. Condizione: new. Paperback. This book is a great resource for people who enjoy polyhedra, symmetry, geometry, mathematics and origami. The types of models presented are similar in nature to the models in Mukerji's Marvelous Modular Origami, but some of the chapters are more advanced and all of the designs are new. The reader can learn about polyhedra while making these models and is left with the ability to design one's own models. Step-by-step folding instructions for over 40 models are presented. Although the book is for intermediate folders, beginners are encouraged to try because origami basics are explained. The diagrams are easy to follow and each model is accompanied by breathtaking finished model photographs. Offers folding instructions for the construction of over 40 modular origami creations. This title describes how to fold the 'modules' and how to use them as building blocks to construct larger polyhedral models. It is aimed at intermediate folders, but the origami basics included at the start of the book make it accessible to beginners. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, United States, Natick, 2008

    1568814518 / 9781568814513

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    Da: WorldofBooks, Goring-By-Sea, WS, Regno UnitoWorldofBooks

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    Condizione: Usato - Molto buono

    EUR 41,48

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    Paperback. Condizione: Very Good. Eric Gjerde demonstrates 25 of his favorite tessellations and turns them into projects for newcomers as well as experienced origamists. With step-by-step instructions, illustrated crease patterns, and how-to photos, you'll learn to create these wonderful designs yourself. Eric's first book covers the fundamentals of origami tessellations, provides history, and describes simple beginning techniques with detailed illustrations and photographs. An extensive gallery showcases tessellations folded by the world's leading origami fine artists---inspiring you to experiment, innovate, and eventually create your own unique designs. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, United States, Natick, 2009

    1568814135 / 9781568814131

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    Da: WorldofBooks, Goring-By-Sea, WS, Regno UnitoWorldofBooks

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    Condizione: Usato - Molto buono

    EUR 53,38

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    Paperback. Condizione: Very Good. This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages. . The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2010

    1568815824 / 9781568815824

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    Paperback. Condizione: new. Paperback. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In "On the Way to Fun," the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2006

    156881223X / 9781568812236

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    Paperback. Condizione: new. Paperback. Join the Cryptokids as they apply basic mathematics to make and break secret codes. This book has many hands-on activities that have been tested in both classrooms and informal settings. Classic coding methods are discussed, such as Caesar, substitution, Vigenere, and multiplicative ciphers as well as the modern RSA. Math topics covered include: - Addition and Subtraction with, negative numbers, decimals, and percentages - Factorization - Modular Arithmetic - Exponentiation - Prime Numbers - Frequency Analysis The accompanying workbook provides students with problems related to each section to help them master the concepts introduced throughout the book. A PDF version is available at no charge on the download tab, a printed workbook is available for $14.00 (K00701). The teacher manual can be requested from the publisher by contacting . This book covers classic coding methods such as Caesar, substitution, Vigenere, and multiplicative ciphers as well as the modern RSA.The accompanying workbook provides students with problems related to each section to help them master the concepts introduced throughout the book. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. …

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466598689 / 9781466598683

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    Paperback. Condizione: new. Paperback. Successfully Navigate the Evolving World of Mobile and Social Game Design and MonetizationCompletely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the books many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology.Learn How to Attractand RetainGamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the games overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more. "First Edition published as Social Game Design: Monetization Methods and Mechanics by Morgan Kaufmann in 2011." Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2018

    0815382472 / 9780815382478

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    Paperback. Condizione: new. Paperback. Wolfgang Engels GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the rendering techniques of global illumination. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466588489 / 9781466588486

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    EUR 74,87

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    Hardcover. Condizione: new. Hardcover. Designed for crafters, puzzle lovers, and pattern designers alike, Crafting Conundrums: Puzzles and Patterns for the Bead Crochet Artist provides methods, challenges, and patterns that offer a springboard for creative exploration. All are illustrated with beautiful color diagrams and photographs. Experienced bead crochet crafters looking for a project may choose to skip ahead to the pattern pages and begin crocheting from an abundance of unique, mathematically inspired designs. Those wishing to design their own patterns will find many useful tools, template patterns, and a new methodology for understanding how to do so even without using math. Puzzle lovers without previous knowledge of bead crochet will also find ample inspiration for learning the craft. The first part of the book describes the basic requirements and constraints of a bead crochet pattern and explains what makes designing in this medium so tricky. The authors present their new design framework and offer insight on how best to approach design choices and issues unique to bead crochet.The second part presents a series of bead crochet design challenges informed by colorful bits of mathematics, including topology, graph theory, knot theory, tessellations, and wallpaper groups. Each chapter in this section begins with a design puzzle accompanied by an introduction to the mathematical idea that inspired it. The authors then discuss what made the challenge difficult, present some of their solutions, and describe the thinking and ideas behind their approach. The final part contains nearly 100 original bead crochet patterns, including solutions to all the design challenges. This part also provides a tutorial on the fundamentals of bead crochet technique.Behind the deceptively simple and uniform arrangement of beads is a subtle geometry that produces compelling design challenges and fascinating mathematical structures. In color throughout, Crafting Conundrums gives both math enthusiasts and crafters an innovative approach to creating bead crochet patterns while addressing a variety of mathematically inspired design questions. Supplementary materials, including demo videos, are available on the books CRC Press web page. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2018

    0815390750 / 9780815390756

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    EUR 76,82

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    Paperback. Condizione: new. Paperback. Wolfgang Engels GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering mobile GPUs and the architecture of tile-based GPUs. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2005

    1568812566 / 9781568812564

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    Paperback. Condizione: new. Paperback. This authoritative biography of Kurt Goedel relates the life of this most important logician of our time to the development of the field. Goedel's seminal achievements that changed the perception and foundations of mathematics are explained in the context of his life from the turn of the century Austria to the Institute for Advanced Study in Princeton. This authoritative biography of Kurt Goedel relates the life of this most important logician of our time to the development of the field. Goedel's seminal achievements that changed the perception and foundations of mathematics are explained in the context of his life from the turn of the century Austria to the Institute for Advanced Study in Princeton. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2002

    1568811950 / 9781568811956

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    EUR 91,82

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    Paperback. Condizione: new. Paperback. The Wavelet Transform has stimulated research that is unparalleled since the invention of the Fast Fourier Transform and has opened new avenues of applications in signal processing, image compression, radiology, cardiology, and many other areas. This book grew out of a short course for mathematics students at the ETH in Zurich; it provides a solid mathematical foundation for the broad range of applications enjoyed by the wavelet transform. Numerous illustrations and fully worked out examples enhance the book. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2008

    1568814453 / 9781568814452

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    Da: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

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    EUR 59,92

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    Paperback. Condizione: new. Paperback. This book is a great resource for people who enjoy polyhedra, symmetry, geometry, mathematics and origami. The types of models presented are similar in nature to the models in Mukerji's Marvelous Modular Origami, but some of the chapters are more advanced and all of the designs are new. The reader can learn about polyhedra while making these models and is left with the ability to design one's own models. Step-by-step folding instructions for over 40 models are presented. Although the book is for intermediate folders, beginners are encouraged to try because origami basics are explained. The diagrams are easy to follow and each model is accompanied by breathtaking finished model photographs. Offers folding instructions for the construction of over 40 modular origami creations. This title describes how to fold the 'modules' and how to use them as building blocks to construct larger polyhedral models. It is aimed at intermediate folders, but the origami basics included at the start of the book make it accessible to beginners. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2006

    156881223X / 9781568812236

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    Paperback. Condizione: new. Paperback. Join the Cryptokids as they apply basic mathematics to make and break secret codes. This book has many hands-on activities that have been tested in both classrooms and informal settings. Classic coding methods are discussed, such as Caesar, substitution, Vigenere, and multiplicative ciphers as well as the modern RSA. Math topics covered include: - Addition and Subtraction with, negative numbers, decimals, and percentages - Factorization - Modular Arithmetic - Exponentiation - Prime Numbers - Frequency Analysis The accompanying workbook provides students with problems related to each section to help them master the concepts introduced throughout the book. A PDF version is available at no charge on the download tab, a printed workbook is available for $14.00 (K00701). The teacher manual can be requested from the publisher by contacting . This book covers classic coding methods such as Caesar, substitution, Vigenere, and multiplicative ciphers as well as the modern RSA.The accompanying workbook provides students with problems related to each section to help them master the concepts introduced throughout the book. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. …

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2019

    081536136X / 9780815361367

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    EUR 102,28

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    Paperback. Condizione: new. Paperback. 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 journalsBringing 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. Thoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2005

    1568812477 / 9781568812472

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    EUR 102,30

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    Hardcover. Condizione: new. Hardcover. A compilation of papers presented at the 2001 European Summer Meeting of the Association for Symbolic Logic, Logic Colloquium '01 includes surveys and research articles from some of the world's preeminent logicians. Two long articles are based on tutorials given at the meeting and present accessible expositions of research in two active areas of logic, geometric model theory and descriptive set theory of group actions. The remaining articles cover seperate research topics in many areas of mathematical logic, including applications in Computer Science, Proof Theory, Set Theory, Model Theory, Computability Theory, and aspects of Philosophy. This collection will be of interest not only to specialists in mathematical logic, but also to philosophical logicians, historians of logic, computer scientists, formal linguists and mathematicians in the areas of algebra, abstract analysis and topology. A number of the articles are aimed at non-specialists and serve as good introductions for graduate students. A compilation of papers presented at the 2001 European Summer Meeting of the Association for Symbolic Logic, Logic Colloquium '01 includes surveys and research articles from some of the world's preeminent logicians Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2005

    1568812795 / 9781568812793

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    EUR 103,57

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    Hardcover. Condizione: new. Hardcover. Generating functions, one of the most important tools in enumerative combinatorics, are a bridge between discrete mathematics and continuous analysis. Generating functions have numerous applications in mathematics, especially in - Combinatorics - Probability Theory - Statistics - Theory of Markov Chains - Number Theory One of the most important and relevant recent applications of combinatorics lies in the development of Internet search engines whose incredible capabilities dazzle even the mathematically trained user. Generating functions, one of the most important tools in enumerative combinatorics, are a bridge between discrete mathematics and continuous analysis. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2018

    0815382472 / 9780815382478

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    EUR 70,35

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    Paperback. Condizione: new. Paperback. Wolfgang Engels GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on the rendering techniques of global illumination. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2006

    1568812930 / 9781568812939

    Serie: Libro 26 di 39 - Lecture Notes in Logic

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    Hardcover. Condizione: new. Hardcover. A compilation of papers presented at the 2003 European Summer Meeting of the Association for Symbolic Logic, Logic Colloquium '03 includes tutorials and research articles from some of the world's preeminent logicians. One article is a tutorial on finite model theory and query languages that lie between first order and second order logic. The other articles cover current research topics in all areas of mathematical logic, including Proof Theory, Set Theory, Model Theory, and Computability Theory, and Philosophy. A compilation of papers presented at the 2003 European Summer Meeting of the Association for Symbolic Logic, Logic Colloquium '03 includes tutorials and research articles from some of the world's preeminent logicians Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466508914 / 9781466508910

    Serie: Libro 1 di 12 - AK Peters Visualization

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    EUR 110,65

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    Hardcover. Condizione: new. Hardcover. Learn How to Design Effective Visualization SystemsVisualization Analysis and Design provides a systematic, comprehensive framework for thinking about visualization in terms of principles and design choices. The book features a unified approach encompassing information visualization techniques for abstract data, scientific visualization techniques for spatial data, and visual analytics techniques for interweaving data transformation and analysis with interactive visual exploration. It emphasizes the careful validation of effectiveness and the consideration of function before form. The book breaks down visualization design according to three questions: what data users need to see, why users need to carry out their tasks, and how the visual representations proposed can be constructed and manipulated. It walks readers through the use of space and color to visually encode data in a view, the trade-offs between changing a single view and using multiple linked views, and the ways to reduce the amount of data shown in each view. The book concludes with six case studies analyzed in detail with the full framework.The book is suitable for a broad set of readers, from beginners to more experienced visualization designers. It does not assume any previous experience in programming, mathematics, humancomputer interaction, or graphic design and can be used in an introductory visualization course at the graduate or undergraduate level. This book provides a systematic, comprehensive framework for thinking about visualization in terms of principles and design choices. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2013

    1466501898 / 9781466501898

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    EUR 111,10

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    Hardcover. Condizione: new. Hardcover. The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution. 2D Graphics Programming for Games explains how to use popular platform-independent graphics techniques for creating 2D web and mobile games. The book explores essential techniques needed to develop games on all platforms, including Flash, iPhone/iPad, and Xbox 360. It starts with the basics and then goes on to more advanced topics in 2D graphics, animation, and games. The author draws on examples not only from video games but also from art and animated film. Code examples are given in C# and XNA. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2018

    0815390750 / 9780815390756

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    Paperback. Condizione: new. Paperback. Wolfgang Engels GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering mobile GPUs and the architecture of tile-based GPUs. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2018

    1568812329 / 9781568812328

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    Paperback. Condizione: new. Paperback. Twists, Tilings, and Tessellation describes the underlying principles and mathematics of the broad and exciting field of abstract and mathematical origami, most notably the field of origami tessellations. It contains folding instructions, underlying principles, mathematical concepts, and many beautiful photos of the latest work in this fast-expanding field. This book describes the underlying principles and mathematics of the broad and exciting field of abstract and mathematical origami, most notably the field of origami tessellations. It contains folding instructions, underlying principles, mathematical concepts, and many beautiful photos of the latest work in this fast-expanding field. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. …

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466598689 / 9781466598683

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    Paperback. Condizione: new. Paperback. Successfully Navigate the Evolving World of Mobile and Social Game Design and MonetizationCompletely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the books many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology.Learn How to Attractand RetainGamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the games overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more. "First Edition published as Social Game Design: Monetization Methods and Mechanics by Morgan Kaufmann in 2011." Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2010

    1568815824 / 9781568815824

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    Paperback. Condizione: new. Paperback. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In "On the Way to Fun," the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2009

    1568813384 / 9781568813387

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    EUR 120,10

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    Paperback. Condizione: new. Paperback. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466588489 / 9781466588486

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    EUR 87,10

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    Hardcover. Condizione: new. Hardcover. Designed for crafters, puzzle lovers, and pattern designers alike, Crafting Conundrums: Puzzles and Patterns for the Bead Crochet Artist provides methods, challenges, and patterns that offer a springboard for creative exploration. All are illustrated with beautiful color diagrams and photographs. Experienced bead crochet crafters looking for a project may choose to skip ahead to the pattern pages and begin crocheting from an abundance of unique, mathematically inspired designs. Those wishing to design their own patterns will find many useful tools, template patterns, and a new methodology for understanding how to do so even without using math. Puzzle lovers without previous knowledge of bead crochet will also find ample inspiration for learning the craft. The first part of the book describes the basic requirements and constraints of a bead crochet pattern and explains what makes designing in this medium so tricky. The authors present their new design framework and offer insight on how best to approach design choices and issues unique to bead crochet.The second part presents a series of bead crochet design challenges informed by colorful bits of mathematics, including topology, graph theory, knot theory, tessellations, and wallpaper groups. Each chapter in this section begins with a design puzzle accompanied by an introduction to the mathematical idea that inspired it. The authors then discuss what made the challenge difficult, present some of their solutions, and describe the thinking and ideas behind their approach. The final part contains nearly 100 original bead crochet patterns, including solutions to all the design challenges. This part also provides a tutorial on the fundamentals of bead crochet technique.Behind the deceptively simple and uniform arrangement of beads is a subtle geometry that produces compelling design challenges and fascinating mathematical structures. In color throughout, Crafting Conundrums gives both math enthusiasts and crafters an innovative approach to creating bead crochet patterns while addressing a variety of mathematically inspired design questions. Supplementary materials, including demo videos, are available on the books CRC Press web page. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 1993

    156881013X / 9781568810133

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    Hardcover. Condizione: new. Hardcover. The author presents a vision model that uses color information to interpret the effects of shading and highlights on a scene. Transcending more traditional approaches, this method may lead to more reliable and useful techniques for image understanding. The author presents a vision model that uses color information to interpret the effects of shading and highlights on a scene Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2014

    1466508914 / 9781466508910

    Serie: Libro 1 di 12 - AK Peters Visualization

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    Hardcover. Condizione: new. Hardcover. Learn How to Design Effective Visualization SystemsVisualization Analysis and Design provides a systematic, comprehensive framework for thinking about visualization in terms of principles and design choices. The book features a unified approach encompassing information visualization techniques for abstract data, scientific visualization techniques for spatial data, and visual analytics techniques for interweaving data transformation and analysis with interactive visual exploration. It emphasizes the careful validation of effectiveness and the consideration of function before form. The book breaks down visualization design according to three questions: what data users need to see, why users need to carry out their tasks, and how the visual representations proposed can be constructed and manipulated. It walks readers through the use of space and color to visually encode data in a view, the trade-offs between changing a single view and using multiple linked views, and the ways to reduce the amount of data shown in each view. The book concludes with six case studies analyzed in detail with the full framework.The book is suitable for a broad set of readers, from beginners to more experienced visualization designers. It does not assume any previous experience in programming, mathematics, humancomputer interaction, or graphic design and can be used in an introductory visualization course at the graduate or undergraduate level. This book provides a systematic, comprehensive framework for thinking about visualization in terms of principles and design choices. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2004

    1568812361 / 9781568812366

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    Paperback. Condizione: new. Paperback. The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Taylor & Francis Inc, Natick, 2013

    1466501898 / 9781466501898

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    EUR 104,79

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    Hardcover. Condizione: new. Hardcover. The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution. 2D Graphics Programming for Games explains how to use popular platform-independent graphics techniques for creating 2D web and mobile games. The book explores essential techniques needed to develop games on all platforms, including Flash, iPhone/iPad, and Xbox 360. It starts with the basics and then goes on to more advanced topics in 2D graphics, animation, and games. The author draws on examples not only from video games but also from art and animated film. Code examples are given in C# and XNA. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…