Search alternatives:
"complete games" » "complete james" (Expand Search)
Showing 1 - 18 results of 18 for search '"complete games"', query time: 0.22s Refine Results
  1. 1

    Developing Circle Time : Taking Circle Time Much Further. by Bliss, Teresa

    Published 1995
    Table of Contents: “…Cover; Title Page; Copyright; Contents; Foreword; Developing the Ideas; What Happens in Circle Time; Self Awareness; Group and Social Skills; Personal Skills; Summary; Facilitator's Skills; Getting Started; Developing Circle Time; Planning; Sentence Completion; Games and Activities; Developing Themes; Games and Activities that Start Outside the Circle; Your Questions Answered; Bibliography; Appendix.…”
    Full text (MCPHS users only)
    Electronic eBook
  2. 2

    Professional HTML5 mobile game development by Rettig, Pascal K.

    Published 2012
    Table of Contents: “…Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes.…”
    Full text (MCPHS users only)
    Electronic eBook
  3. 3
  4. 4

    Computer games : learning objectives, cognitive performance and effects on development

    Published 2010
    Table of Contents: “…Game Hosting Model -- 2.4. Complete Game Ecosystem Model -- 3. Architecture -- 4. …”
    Full text (MCPHS users only)
    Electronic eBook
  5. 5
  6. 6

    Who's who in Cuban baseball, 1878-1961 by Figueredo, Jorge S., 1939-

    Published 2007
    Full text (MCPHS users only)
    Electronic eBook
  7. 7

    Creating Games with cocos2d for iPhone 2. by Nygard, Paul

    Published 2012
    Full text (MCPHS users only)
    Electronic eBook
  8. 8

    Procedural Content Generation for C++ Game Development. by Green, Dale

    Published 2016
    Table of Contents: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.…”
    Full text (MCPHS users only)
    Electronic eBook
  9. 9
  10. 10

    Brenda Laurel : pioneering games for girls by Kocurek, Carly A.

    Published 2017
    Full text (MCPHS users only)
    Electronic eBook
  11. 11

    Procedural Content Generation for Unity Game Development. by Watkins, Ryan

    Published 2016
    Full text (MCPHS users only)
    Electronic eBook
  12. 12
  13. 13
  14. 14
  15. 15

    Unity 5.x 2D Game Development Blueprints. by Sapio, Francesco, Abdelrahman Saher

    Published 2016
    Full text (MCPHS users only)
    Electronic eBook
  16. 16
  17. 17
  18. 18