Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize–and even earn real money. Inside, you’ll find exclusive coverage of all the menus, features, and utilities. Whether you’re a newbie or an old hand, this book will help you get the most out of Second Life.
Understand all the user interface features
Build hidden rooms, custom teleporters, secret sliding panels, and more
Shop for cool stuff and find the best values
Master the Maps, Inventory, Appearance, and Search dialogs
Start scripting with help from step-by-step tutorials
Control lag and find lost items using Preferences and the hidden Client menu
Visit exotic lands, travel in time, and enjoy roleplay
Create beautiful objects using expert texturing techniques
Earn money in ways that best suit your talents
Find land bargains, a bit of privacy, a great house, and lasting friendships
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Archive for the 'Game' Category
Space Time Play: Computer Games, Architecture and Urbanism: the Next Level
Product Description
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) – the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others.
Unreal Tournament Game Programming for Teens
Product Description
Unreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament. It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor. You’ll begin with programming basics and will then quickly progress to creating elementary events and games within the modification framework provided by Unreal Tournament. This book does not involve actual game play with Unreal Tournament, but rather focuses on how to derive classes from the classes in the Unreal Tournament class hierarchy, how to use features of the Unreal Level Editor, and how to work with the syntax of UnrealScript. Using the skills you develop as you work through the book, you can begin exploring how to program a number of events characteristic of Unreal Tournament.
Programming Sudoku
Product Description
Sudoku is the wildly popular new puzzle game. Sudoku puzzles are 9×9 grids, and each square in the grid consists of a 3×3 subgrid called a region. Your goal is to fill in the squares so that each column, row, and region contains the numbers 1 through 9 exactly once. And some squares already contain numbers or symbols, which lend clues toward the solution.
Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, you’ll learn how to get a computer to solve these puzzles for you.
This is a fun, intriguing read whether you’re a novice or advanced programmer. It acknowledges the.NET platform as a base, but you’ll find this book interesting whatever your programming background. The core techniques in the book enable you to solve Sudoku on any programming platform.
Shaders for Game Programming and Artists
Product Description
“Shaders for Game Programmers and Artists”—the title says it all. This book does something that other shader books don’t. It focuses solely on shaders and their creation. You’ll use ATI’s RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications.
Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive excercises at the end of each chapter allow you to test your skills by expanding upon the shader you’ve just developed. Whether you are an engineer or a technically minded artist, you’ve finally found the ideal guide for mastering shaders!
Creating Games in C++: A Step-by-Step Guide
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It’s not as complicated as you’d think, and you don’t need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, “Invasion of the Slugwroths,” is included in this book and CD-ROM.
Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he’s put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger–and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn.
Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
Game Design for Teens
Product Description
“Game Design for Teens” covers the basics for developing a game idea and successfully converting that idea into a complete game. A natural addition to the “for Teens” line of books, it is a true beginner’s guide to the game design process and deals specifically with creating a game design document. You will learn how to create a quality game design document appropriate for submission to a publisher, developer, or college professor. It explores the components of a game design document, how to create them, who creates them, and why each is important. This book also examines game design theory as it applies to different game genres.
The third installment in the popular line of “For Teens” books.
Covers the complete game design process from idea, to design document, development of the game.
Provides samples from real game design documents.
Helps readers develop the skills they need to express their game ideas clearly and thoroughly.
Examines game design theory as it applies to the different game genres.
Beginning Scripting Through Game Creation
Product Description
“Beginning Scripting Through Game Creation” teaches basic programming concepts using simple games as examples. The book is an introduction to scripting, focusing on logic, event handling, and application development using HTML and JavaScript, with some discussion of other programming languages. Functions, variables, objects, and events are introduced.
The text also covers techniques that will help you become familiar with your audience and work iteratively to produce a finished program. Each chapter begins with an overview of the concepts that will be covered, followed by instructions on how to implement them, and finishing with a summary and review questions so you can practice your new skills. Simple games are used throughout the book to provide challenging but approachable examples that help you maximize your understanding of the concepts and skills being taught. You will learn essential skills that will enable you to build upon the book’s projects and make them your own. Real-life examples and tips throughout the book help you think about and apply what you are learning. No prior programming or scripting experience is necessary, so you can get started right away with “Beginning Scripting Through Game Creation”!
Picture Yourself Creating Video Games
Product Description
Picture yourself creating your very own entertaining and exciting video games to play and share with others, without needing any programming knowledge or game creation experience. “Picture Yourself Creating Video Games” shows amateur video game enthusiasts how to make their own games with The Game Factory 2, a simple drag-and-drop software program. Using clear, step-by-step instructions accompanied by full-color screenshots and images, this book makes video game creation fun and easy.
You’ll begin with a quick overview of the basic hardware and software needed to get started, tips on documenting and laying out your game ideas, and an introduction to the tools and features of The Games Factory 2. Once you’re comfortable in the application, you’ll start building ChocoBreak, the actual game you’ll create as you work through the book. The book covers everything you need to make the game interesting, including motion and animation, adding lives and levels, scoring, music and sound, and more. By the end of the book you’ll have produced a complete, playable game and have all the information you need to start building and even testing your own video game creations.
About the Author
Jason Darby is the Director of Castle Software Ltd, an indie games and multimedia development company in the heart of the UK. Jason started on his computer creation business in 1998 when he released an offline web browser program. Since then he has been working on projects for businesses including a CD-ROM project for PC Format Magazine (UK), a number of quiz programs for large blue chip companies, educational multimedia programs, and small games. Jason has also had a number of books published in the game creation market including Make Amazing Games in Minutes, Awesome Game Creation: No Programming Required, and Game Creation for Teens, all published by Course Technology PTR.
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Beginning DirectX 10 Game Programming
Product Description
Discover the exciting world of game programming and 3D graphics creation using DirectX 10! “Beginning DirectX® 10 Game Progmramming” is an introductory guide to creating fantastic graphics, amazing creatures, and realistic worlds for games. Written specifically for the beginner programmer, the book uses step-by-step instructions to teach the basics of DirectX 10, introducing skills that can be applied to creating games for both PC and game console platforms.
You’ll start by learning how to install the DirectX SDK and how to get your first application up and running. From there you’ll be introduced to the 2D and 3D graphics components of DirectX allowing you to draw animated sprites and create 3D objects. Put your new skills to the test with a final, hands-on project that shows how to bring together everything you’ve learned. If you have a basic knowledge of C++ and 3D math concepts then you are ready to learn how to program amazing 3D game graphics with “Beginning DirectX 10!”
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