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EUR 48,98
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Aggiungi al carrelloCondizione: Sehr gut. Zustand: Sehr gut | Seiten: 336 | Sprache: Englisch | Produktart: Bücher.
Da: California Books, Miami, FL, U.S.A.
EUR 53,31
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 54,74
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EUR 52,00
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Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days. 580.
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EUR 82,29
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Da: HPB-Red, Dallas, TX, U.S.A.
EUR 9,64
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Aggiungi al carrellopaperback. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
EUR 97,47
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Aggiungi al carrelloPaperback. Condizione: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.
Da: Lucky's Textbooks, Dallas, TX, U.S.A.
EUR 46,51
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Editore: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 86,13
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 Shorts 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 design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Editore: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: CitiRetail, Stevenage, Regno Unito
EUR 82,78
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 Shorts 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 design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
EUR 64,68
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Da: Best Price, Torrance, CA, U.S.A.
EUR 42,77
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Editore: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: Grand Eagle Retail, Fairfield, OH, U.S.A.
EUR 79,28
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 Shorts 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 design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 170,83
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EUR 179,38
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EUR 172,44
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EUR 190,34
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Aggiungi al carrelloHardback. Condizione: New. New copy - Usually dispatched within 4 working days. 645.
EUR 184,86
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EUR 196,81
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Aggiungi al carrelloCondizione: New. 1st edition NO-PA16APR2015-KAP.
EUR 188,94
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