BlitzMax for Absolute Beginners

BlitzMax for Absolute Beginners

Author: Sloan Kelly

Publisher: Apress

Published: 2016-12-14

Total Pages: 282

ISBN-13: 1484225236

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Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn Program computer games from scratch with BlitzMax Produce high-quality arcade games with sound and graphics Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax.


Book Synopsis BlitzMax for Absolute Beginners by : Sloan Kelly

Download or read book BlitzMax for Absolute Beginners written by Sloan Kelly and published by Apress. This book was released on 2016-12-14 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn Program computer games from scratch with BlitzMax Produce high-quality arcade games with sound and graphics Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax.


C16 Machine Language for the Absolute Beginner

C16 Machine Language for the Absolute Beginner

Author: Melbourne House

Publisher:

Published: 2021-09-08

Total Pages: 156

ISBN-13: 9781789827279

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First published in 1985, this easy-to-follow guide to the Commodore C16 gives users a crash course introduction to programming in machine code, the best way for aspiring game and utility creators to get the most out of their personal computer. Though the C16 was nowhere near as successful as the much-loved Commodore 64, it still gained many fans, particularly in the European market. Powered by the 7501 (or, in some models, 8501) CPU, the selling point of the machine was its cheap price - US$99 at launch - making it a highly affordable option for families at the time. As the original publisher Melbourne House wrote: ***** Compiled exclusively for Commodore 16 users, Commodore 16 Machine Language for the Absolute Beginner offers complete instructions in 7501 machine language - the 7501 CPU is part of the 6502 family and is at the heart of the Commodore 16. If you are frustrated by the limitations of BASIC and want to write faster, more powerful, space-saving programs or subroutines, then this book is for you. Even with no previous understanding of computer languages, the easy-to-understand 'no jargon' format of this book will enable you to discover the power of the Commodore 16's own language. Each chapter includes specific examples of machine language applications which can be demonstrated and used on your own Commodore 16. A full explanation of TEDMON is included, so you can start writing your own machine language programs straight away. Commodore 16 Machine Language for the Absolute Beginner takes you, in logical steps, through a course in machine language programming. This book gives you everything you need to write machine language programs on your Commodore 16. ***** Acorn Books is proud to present its Retro Reproductions series, a collection of classic computing works from the 80s and 90s given a new lease of life in the 21st century. From standards of programming reference no self-respecting microcomputer coder would be without, to obscure works unavailable for many years, these modern re-prints are perfect for any connoisseur of retro computing.


Book Synopsis C16 Machine Language for the Absolute Beginner by : Melbourne House

Download or read book C16 Machine Language for the Absolute Beginner written by Melbourne House and published by . This book was released on 2021-09-08 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: First published in 1985, this easy-to-follow guide to the Commodore C16 gives users a crash course introduction to programming in machine code, the best way for aspiring game and utility creators to get the most out of their personal computer. Though the C16 was nowhere near as successful as the much-loved Commodore 64, it still gained many fans, particularly in the European market. Powered by the 7501 (or, in some models, 8501) CPU, the selling point of the machine was its cheap price - US$99 at launch - making it a highly affordable option for families at the time. As the original publisher Melbourne House wrote: ***** Compiled exclusively for Commodore 16 users, Commodore 16 Machine Language for the Absolute Beginner offers complete instructions in 7501 machine language - the 7501 CPU is part of the 6502 family and is at the heart of the Commodore 16. If you are frustrated by the limitations of BASIC and want to write faster, more powerful, space-saving programs or subroutines, then this book is for you. Even with no previous understanding of computer languages, the easy-to-understand 'no jargon' format of this book will enable you to discover the power of the Commodore 16's own language. Each chapter includes specific examples of machine language applications which can be demonstrated and used on your own Commodore 16. A full explanation of TEDMON is included, so you can start writing your own machine language programs straight away. Commodore 16 Machine Language for the Absolute Beginner takes you, in logical steps, through a course in machine language programming. This book gives you everything you need to write machine language programs on your Commodore 16. ***** Acorn Books is proud to present its Retro Reproductions series, a collection of classic computing works from the 80s and 90s given a new lease of life in the 21st century. From standards of programming reference no self-respecting microcomputer coder would be without, to obscure works unavailable for many years, these modern re-prints are perfect for any connoisseur of retro computing.


Game Engine Architecture, Third Edition

Game Engine Architecture, Third Edition

Author: Jason Gregory

Publisher: CRC Press

Published: 2018-07-20

Total Pages: 1240

ISBN-13: 1351974289

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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.


Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.


Graphics Shaders

Graphics Shaders

Author: Mike Bailey

Publisher: CRC Press

Published: 2012-05-22

Total Pages: 416

ISBN-13: 1439894116

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Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.


Book Synopsis Graphics Shaders by : Mike Bailey

Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2012-05-22 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.


Assembly Language

Assembly Language

Author: Jeff Duntemann

Publisher: Wiley

Published: 1992-10-06

Total Pages: 0

ISBN-13: 9780471578147

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Begins with the most fundamental, plain-English concepts and everyday analogies progressing to very sophisticated assembly principles and practices. Examples are based on the 8086/8088 chips but all code is usable with the entire Intel 80X86 family of microprocessors. Covers both TASM and MASM. Gives readers the foundation necessary to create their own executable assembly language programs.


Book Synopsis Assembly Language by : Jeff Duntemann

Download or read book Assembly Language written by Jeff Duntemann and published by Wiley. This book was released on 1992-10-06 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Begins with the most fundamental, plain-English concepts and everyday analogies progressing to very sophisticated assembly principles and practices. Examples are based on the 8086/8088 chips but all code is usable with the entire Intel 80X86 family of microprocessors. Covers both TASM and MASM. Gives readers the foundation necessary to create their own executable assembly language programs.


Program Arcade Games

Program Arcade Games

Author: Paul Craven

Publisher: Apress

Published: 2015-12-31

Total Pages: 403

ISBN-13: 148421790X

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Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.


Book Synopsis Program Arcade Games by : Paul Craven

Download or read book Program Arcade Games written by Paul Craven and published by Apress. This book was released on 2015-12-31 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.


Game Programming for Teens

Game Programming for Teens

Author: Maneesh Sethi

Publisher: Premier Press

Published: 2005

Total Pages: 395

ISBN-13: 9781592008346

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Utilizes a hands-on approach to the fundamental principles and techniques of game programming, covering such topics as graphics, Blitz Basic Language, audio, and special effects as it takes readers step-by-step through the process of creating a simple game.


Book Synopsis Game Programming for Teens by : Maneesh Sethi

Download or read book Game Programming for Teens written by Maneesh Sethi and published by Premier Press. This book was released on 2005 with total page 395 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utilizes a hands-on approach to the fundamental principles and techniques of game programming, covering such topics as graphics, Blitz Basic Language, audio, and special effects as it takes readers step-by-step through the process of creating a simple game.


Learn Unity 4 for iOS Game Development

Learn Unity 4 for iOS Game Development

Author: Philip Chu

Publisher: Apress

Published: 2013-06-20

Total Pages: 0

ISBN-13: 9781430248750

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Unity is an incredibly powerful and popular game creation tool, and Unity 4 brings even more great features, including Mechanim animation. Learn Unity 4 for iOS Game Development will show you how to use Unity with Xcode to create fun, imaginative 3D games for iPhone, iPad, and iPod touch. You'll learn how to optimize your game for both speed and quality, how to test and profile your game, and how to get the most out of your iOS device features, including the gyroscope and accelerometer. You'll also learn how to incorporate the latest Game Center improvements in iOS 6 into your game, how to make sure your game gets into the App Store, and even how to promote your app and track revenue. If you have a great 3D game idea, and you want to make it a reality in the App Store, then Learn Unity 4 for iOS Game Development has exactly what you need.


Book Synopsis Learn Unity 4 for iOS Game Development by : Philip Chu

Download or read book Learn Unity 4 for iOS Game Development written by Philip Chu and published by Apress. This book was released on 2013-06-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unity is an incredibly powerful and popular game creation tool, and Unity 4 brings even more great features, including Mechanim animation. Learn Unity 4 for iOS Game Development will show you how to use Unity with Xcode to create fun, imaginative 3D games for iPhone, iPad, and iPod touch. You'll learn how to optimize your game for both speed and quality, how to test and profile your game, and how to get the most out of your iOS device features, including the gyroscope and accelerometer. You'll also learn how to incorporate the latest Game Center improvements in iOS 6 into your game, how to make sure your game gets into the App Store, and even how to promote your app and track revenue. If you have a great 3D game idea, and you want to make it a reality in the App Store, then Learn Unity 4 for iOS Game Development has exactly what you need.


Assembly Language for Intel-based Computers

Assembly Language for Intel-based Computers

Author: Kip R. Irvine

Publisher: Prentice Hall

Published: 2007

Total Pages: 753

ISBN-13: 0132383101

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This widely used, fully updated assembly language book provides basic information for the beginning programmer interested in computer architecture, operating systems, hardware manipulation, and compiler writing.Uses the Intel IA-32 processor family as its base, showing how to program for Windows and DOS. Is written in a clear and straightforward manner for high readability. Includes a companion CD-ROM with all sample programs, and Microsoftreg; Macro Assembler Version 8, along with an extensive companion Website maintained by the author. Covers machine architecture, processor architecture, assembly language fundamentals, data transfer, addressing and arithmetic, procedures, conditional processing, integer arithmetic, strings and arrays, structures and macros, 32-bit Windows programming, language interface, disk fundamentals, BIOS-level programming, MS-DOS programming, floating-point programming, and IA-32 instruction encoding.For embedded systems programmers and engineers, communication specialists, game programmers, and graphics programmers.


Book Synopsis Assembly Language for Intel-based Computers by : Kip R. Irvine

Download or read book Assembly Language for Intel-based Computers written by Kip R. Irvine and published by Prentice Hall. This book was released on 2007 with total page 753 pages. Available in PDF, EPUB and Kindle. Book excerpt: This widely used, fully updated assembly language book provides basic information for the beginning programmer interested in computer architecture, operating systems, hardware manipulation, and compiler writing.Uses the Intel IA-32 processor family as its base, showing how to program for Windows and DOS. Is written in a clear and straightforward manner for high readability. Includes a companion CD-ROM with all sample programs, and Microsoftreg; Macro Assembler Version 8, along with an extensive companion Website maintained by the author. Covers machine architecture, processor architecture, assembly language fundamentals, data transfer, addressing and arithmetic, procedures, conditional processing, integer arithmetic, strings and arrays, structures and macros, 32-bit Windows programming, language interface, disk fundamentals, BIOS-level programming, MS-DOS programming, floating-point programming, and IA-32 instruction encoding.For embedded systems programmers and engineers, communication specialists, game programmers, and graphics programmers.


Computational Intelligence in Games

Computational Intelligence in Games

Author: Norio Baba

Publisher: Physica

Published: 2012-08-11

Total Pages: 172

ISBN-13: 379081833X

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The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.


Book Synopsis Computational Intelligence in Games by : Norio Baba

Download or read book Computational Intelligence in Games written by Norio Baba and published by Physica. This book was released on 2012-08-11 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.