Handbook of digital games / edited by Marios C. Angelides, Harry Agius.

"The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social...

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Bibliographic Details
Online Access: Full Text (via IEEE)
Other Authors: Angelides, Marios C. (Editor), Agius, Harry (Editor)
Format: eBook
Language:English
Published: Hoboken, NJ : IEEE Press-Wiley, [2013]
Edition:First edition.
Subjects:

MARC

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245 0 0 |a Handbook of digital games /  |c edited by Marios C. Angelides, Harry Agius. 
250 |a First edition. 
264 1 |a Hoboken, NJ :  |b IEEE Press-Wiley,  |c [2013] 
300 |a 1 online resource (xi, 767 pages) 
336 |a text  |b txt  |2 rdacontent. 
337 |a computer  |b c  |2 rdamedia. 
338 |a online resource  |b cr  |2 rdacarrier. 
504 |a Includes bibliographical references and index. 
505 0 |a Cover; IEEE Press; Title page; Copyright page; Contents; Contributors; Introduction; Chapter Summaries; Part I: Gaming Techniques and Tools; Part II: Game Play; Part III: Game Design and Development; Part I: Gaming Techniques and Tools; Chapter 1: Toward the Adaptive Generation of Bespoke Game Content; 1.1 Introduction; 1.2 Methodology; 1.2.1 Generation; 1.2.2 Measurement; 1.2.3 Adaptation; 1.3 Applications; 1.3.1 3D Action Games; 1.3.2 Arcade Games; 1.3.3 Platformers; 1.3.4 Board Games; 1.3.5 Puzzles; 1.3.6 Open-World Games; 1.3.7 Summary; 1.4 Conclusions; Acknowledgments; References. 
505 8 |a Chapter 2: Procedural Content Generation2.1 Introduction; 2.2 Problems and Solutions; 2.2.1 Memory Restrictions; 2.2.2 Demand for Increasing Detail; 2.2.3 Replayability and Longevity; 2.2.4 Novelty and Innovation; 2.2.5 Ownership and Authorship; 2.3 Online and Offline PCG; 2.3.1 Offline PCG; 2.3.2 Online PCG; 2.4 Key Content Production Areas; 2.4.1 Terrain Generation; 2.4.2 Architecture; 2.4.3 Narrative and Plot; 2.5 Conclusions; References; Chapter 3: Content Generation in a Collaborative Browser-Based Game Environment; 3.1 Introduction; 3.2 Web as a Gaming Platform. 
505 8 |a 3.3 Real-Time Multiplayer Games in Browser3.4 Content Generation; 3.4.1 Content Generation at Development Time; 3.4.2 Content Generation at Run Time; 3.5 Example Game: Caves; 3.5.1 Game Architecture; 3.5.2 Characters; 3.5.3 Quests; 3.5.4 Monsters; 3.5.5 Lessons Learned from Proof-of-Concept Implementation; 3.6 Related Work; 3.7 Conclusions; References; Chapter 4: Automatic Narratives in MMORPGs; 4.1 Introduction; 4.2 Basics of Interactive Drama Management; 4.2.1 Plot Element Structures; 4.2.2 Story Aesthetic Metrics; 4.2.3 Player Modeling; 4.2.4 Quest as an Ideal Storytelling Unit. 
505 8 |a 4.3 Generating Quest in MMORPGs4.3.1 Quest Structures; 4.3.2 Aesthetic Metrics for MMORPG Quests; 4.3.3 A Model for Quest Generators; 4.4 Believable Characters; 4.5 Creating Memorials; 4.5.1 Video; 4.5.2 Comics; 4.5.3 Automatic Memorial Comic/Video Generation Model; References; Chapter 5: Collision Detection with Navigation Meshes; 5.1 Introduction; 5.2 Related Work; 5.2.1 Spatial Data Structures; 5.2.2 Navigation Mesh Generation Techniques; 5.3 Methodology; 5.3.1 Insertion of Objects; 5.3.2 Removal of Objects; 5.3.3 Updating Object Positions; 5.3.4 Find Collidable Objects. 
505 8 |a 5.4 Experimentation5.5 Conclusions; Acknowledgments; References; Chapter 6: Mass Population: Plausible and Practical Crowd Simulation; 6.1 Introduction; 6.2 How It All Started; 6.2.1 Path Planning; 6.2.2 Selection and Concatenation of Animation Clips; 6.2.3 Physical Simulation; 6.2.4 Interpolation and Concatenation of Example Motions; 6.3 Let the People Walk; 6.3.1 Positioning the Agents; 6.3.2 Snap-Together Motions; 6.3.3 Speed Up Your Rendering; 6.3.4 Giving Your Characters a Personality; 6.4 Plausible Crowds; 6.4.1 Illusions of Variety; 6.4.2 Uncovering and Hiding Artifacts. 
520 |a "The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--  |c Provided by publisher. 
546 |a English. 
588 0 |a Print version record and CIP data provided by publisher. 
650 0 |a Video games.  |0 http://id.loc.gov/authorities/subjects/sh85143202. 
650 0 |a Video games.  |0 http://id.loc.gov/authorities/subjects/sh85143202. 
650 7 |a Computer games.  |2 fast  |0 (OCoLC)fst00872108. 
650 7 |a Video games.  |2 fast  |0 (OCoLC)fst01166421. 
700 1 |a Angelides, Marios C.,  |e editor.  |0 http://id.loc.gov/authorities/names/n96045461  |1 http://isni.org/isni/0000000109514698. 
700 1 |a Agius, Harry,  |e editor.  |0 http://id.loc.gov/authorities/names/n2010042202  |1 http://isni.org/isni/0000000370058593. 
776 0 8 |i Print version:  |t Handbook of digital games.  |b First edition.  |d Hoboken, NJ : Wiley-IEEE Press, [2014]  |z 9781118328033  |w (DLC) 2013027315  |w (OCoLC)832262476. 
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