"Computer Science for Game Development and Game Development for Computer Science" Branislav Sobota, Emília Pietriková
ITexLi | 2023 | ISBN: 1837697329 9781837697328 1837697337 9781837697335 1837697345 9781837697342 | 139 pages | PDF | 14 MB
ITexLi | 2023 | ISBN: 1837697329 9781837697328 1837697337 9781837697335 1837697345 9781837697342 | 139 pages | PDF | 14 MB
This book explores virtual reality technologies and visualization, game cores (engines) and platforms, genres, formalizations, correct object-procedural graphic design, trends in interfaces and computer–player interaction, and the development of computer games.
Computer games have their basis in mainframe computers from the 1960s. Their spread among people came after the arrival of small (8-bit) home computers. In the beginning, their development was influenced by both the technical and program resources of these computers. These games usually form the first level of communication between a human and a computer. This situation is particularly striking for games on modern computers, game consoles, or smartphones. This book discusses modern approaches, procedures, and algorithms as well as devices in the field of computer game development, with a focus on both the influence of computer science on the development of computer games and the impact of computer games on the development of computer science.
Contents
1. Game Development and Computer Science
2. Make It Fun for Everyone!
3. Towards Standardizing Game Designing Processes: Game Designers’ Initiation Tool
4. Automatic Generation of Game Content Customized by Players: Generate 3D Game Characters Based on Pictures
5. The Role of Game Engines in Game Development and Teaching
6. Elementals, A Chemistry Inclusive Serious Game
7. Education Supported by Games Even in University?
8. METs as Gamified Health Indicator to Promote Elderly Active Lifestyle and Technology Acceptance in Ambient Assisted Living
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