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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Full Text (via IEEE) |
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Other Authors: | , |
Format: | eBook |
Language: | English |
Published: |
Hoboken, NJ :
IEEE Press-Wiley,
[2013]
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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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