Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Add to basketCondition: Sehr gut. Zustand: Sehr gut | Seiten: 336 | Sprache: Englisch | Produktart: Bücher.
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by Taylor & Francis Inc, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Paperback. Condition: 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.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Add to basketCondition: Good. May have some shelf-wear due to normal use. Your purchase funds free job training and education in the greater Seattle area. Thank you for supporting Goodwills nonprofit mission!
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Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Add to basketPaperback. Condition: 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.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Lucky's Textbooks, Dallas, TX, U.S.A.
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Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Add to basketPaperback. Condition: 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.
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Add to basketpaperback. Condition: 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!
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: Majestic Books, Hounslow, United Kingdom
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Published by Taylor & Francis Ltd, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
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Hardcover. Condition: Brand New. 320 pages. 9.50x6.25x1.00 inches. In Stock.