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Aggiungi al carrelloHardcover. Condizione: Brand New. 320 pages. 9.50x6.25x1.00 inches. In Stock.
Lingua: Inglese
Editore: A K Peters/CRC Press Jun 2017, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 173,80
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Aggiungi al carrelloBuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features:Introduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysIncludes industry leaders' experiences and lessons from award-winning gamesWorld's finest guide for how to begin thinking about procedural design 340 pp. Englisch.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 191,43
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Aggiungi al carrelloBuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features:Introduces the differences between static/traditional game design and procedural game designDemonstrates how to solve or avoid common problems with procedural game design in a variety of concrete waysIncludes industry leaders' experiences and lessons from award-winning gamesWorld's finest guide for how to begin thinking about procedural design.
Da: moluna, Greven, Germania
EUR 214,14
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Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development thus facilitating cost reductio.
Da: preigu, Osnabrück, Germania
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Aggiungi al carrelloBuch. Condizione: Neu. Procedural Generation in Game Design | Tanya Short (u. a.) | Buch | Einband - fest (Hardcover) | Englisch | 2017 | A K Peters/CRC Press | EAN 9781138743311 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.