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Verlag: Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: New. 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 Short's 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 World's finest guide for how to begin thinking about procedural design.
Verlag: Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: New. 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 Short's 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 World's finest guide for how to begin thinking about procedural design.
Verlag: Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: New. 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 Short's 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 World's finest guide for how to begin thinking about procedural design.
Verlag: Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: New. 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 Short's 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 World's finest guide for how to begin thinking about procedural design.
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In den Warenkorbpaperback. Zustand: 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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In den WarenkorbPaperback. Zustand: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.
Verlag: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: 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.
Verlag: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: 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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In den WarenkorbPaperback. Zustand: 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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Verlag: Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Sprache: Englisch
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In den WarenkorbPaperback. Zustand: 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.
Verlag: Continental Academy Press, London
Anbieter: Continental Academy Press, London, SELEC, Vereinigtes Königreich
EUR 9,56
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In den WarenkorbSoftcover. Zustand: New. Zustand des Schutzumschlags: no dj. First. Procedural generation, a rapidly evolving field, holds the key to unlocking the potential of video game design. Procedural Generation in Video Game Design provides a comprehensive guide to harnessing the power of algorithms and mathematical models to create dynamic, immersive, and engaging game worlds. By leveraging advanced data analysis techniques and machine learning algorithms, readers can gain a competitive edge in game design, development, and optimization. This book offers a nuanced understanding of the complex interplay between procedural generation, game design, and player experience. Through a series of case studies and real-world examples, readers will learn how to extract valuable insights from large datasets, identify emerging trends, and make data-driven decisions to inform their game designs. By mastering the art of procedural generation, developers can create innovative, engaging, and dynamic game worlds that captivate players and leave a lasting impression. Publication Year: 2025. SHIPPING TERMS - Depending on your location we may ship your book from the following locations: France, United Kingdom, India, Australia, Canada or the USA. This item is printed on demand.
EUR 180,41
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In den WarenkorbZustand: New.
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EUR 188,46
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In den WarenkorbHardback. Zustand: New. New copy - Usually dispatched within 4 working days. 645.
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In den WarenkorbZustand: New. 1st edition NO-PA16APR2015-KAP.
EUR 204,43
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In den WarenkorbZustand: New.
Verlag: Continental Academy Press, London
Anbieter: Continental Academy Press, London, SELEC, Vereinigtes Königreich
EUR 11,42
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In den WarenkorbSoftcover. Zustand: New. Zustand des Schutzumschlags: no dj. First. Procedural generation is a powerful technique for creating dynamic and immersive game environments, but it can be challenging to implement in blockchain-based games. Procedural Generation in Blockchain Game Design presents a comprehensive guide to the design and implementation of procedural generation systems in blockchain games, from the creation of random and unique game worlds to the development of secure and decentralized game economies. By exploring the intersection of blockchain, game design, and procedural generation, this book offers a nuanced understanding of the complex relationships between technology, business, and user behavior. Whether you're a seasoned game developer or a newcomer to the field, this authoritative guide will equip you with the knowledge and tools necessary to build more engaging and dynamic blockchain games. Publication Year: 2025. SHIPPING TERMS - Depending on your location we may ship your book from the following locations: France, United Kingdom, India, Australia, Canada or the USA. This item is printed on demand.
Verlag: Continental Academy Press, London
Anbieter: Continental Academy Press, London, SELEC, Vereinigtes Königreich
EUR 13,17
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In den WarenkorbSoftcover. Zustand: New. Zustand des Schutzumschlags: no dj. First. Procedural Generation in Video Game Design is a cutting-edge guide to leveraging advanced mathematical techniques to create dynamic and immersive game worlds. By applying machine learning algorithms and statistical models to generate game content, designers and developers can create unique and engaging experiences for players. This book explores the latest methodologies for procedural generation, including fractal geometry, cellular automata, and Markov chains. With its emphasis on practical applications and real-world examples, Procedural Generation in Video Game Design is an essential resource for anyone looking to push the boundaries of game design. Publication Year: 2025. SHIPPING TERMS - Depending on your location we may ship your book from the following locations: France, United Kingdom, India, Australia, Canada or the USA. This item is printed on demand.
Verlag: Continental Academy Press, London
Anbieter: Continental Academy Press, London, SELEC, Vereinigtes Königreich
EUR 13,47
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In den WarenkorbSoftcover. Zustand: New. Zustand des Schutzumschlags: no dj. First. Procedural generation, the ability to create content on the fly using algorithms and rules, has revolutionized the world of video game development. Procedural Generation in Video Game Content Design offers a comprehensive guide to harnessing the power of procedural generation for more efficient and effective content creation. By examining the latest advancements in game development, artificial intelligence, and data modeling, this book provides a detailed analysis of the techniques and tools required to create procedurally generated content, from the nuances of level design to the intricacies of character animation. From the creation of dynamic environments to the optimization of game mechanics, this book offers a forward-looking guide to leveraging procedural generation for more engaging and immersive gaming experiences. Publication Year: 2025. SHIPPING TERMS - Depending on your location we may ship your book from the following locations: France, United Kingdom, India, Australia, Canada or the USA. This item is printed on demand.