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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!
Editore: A K Peters/CRC Press, Boca Rotan, Florida, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: K. L. Givens Books, Bella Vista, AR, U.S.A.
Prima edizione
EUR 34,18
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Aggiungi al carrelloSoft cover. Condizione: NF. Condizione sovraccoperta: No Jacket as Issued. 1st Edition. Trade size paperback with no defects as it appears to be unread. Technical on gaming programming. 320 pages including the Index. Size: 8vo - over 7¾ - 9¾" tall. Book.
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Da: Best Price, Torrance, CA, U.S.A.
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Da: Lucky's Textbooks, Dallas, TX, U.S.A.
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Da: California Books, Miami, FL, U.S.A.
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Da: Ria Christie Collections, Uxbridge, Regno Unito
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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 83,75
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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 68,88
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Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days. 580.
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Aggiungi al carrelloPaperback. Condizione: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.
Editore: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: CitiRetail, Stevenage, Regno Unito
EUR 85,26
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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.
Editore: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Lingua: Inglese
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 130,09
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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.
EUR 172,71
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Aggiungi al carrelloCondizione: New. 1st edition NO-PA16APR2015-KAP.