Game TheoryGame Theory is a peer-reviewed, open access journal that publishes original research articles as well as review articles related to all aspects of game theory.
GamesGames (ISSN 2073-4336) is a scholarly open access journal of strategic interaction, game theory and decision making published quarterly online by MDPI.
International Journal of DesignThe International Journal of Design is a peer-reviewed, open-access journal devoted to publishing research papers in all fields of design, including industrial design, visual communication design, interface design, animation and game design, architectural design, urban design, and other design related fields
These are a sampling of eBooks available from the library.
Beginning Java SE 6 Game Programming by Jonathan S. HarbourBEGINNING JAVA GAME PROGRAMMING, THIRD EDITION is a hands-on guide that is perfect for beginner-level game programmers who want to quickly and easily learn how to create games using the latest version of the Java SDK, Java 6. Written in simple language, the book teaches each new skill using engaging tutorials, followed by end-of-chapter questions and exercises to help reinforce what you've just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. You'll begin with the basics of writing a simple game using vector graphics, move on to utilizing Java's advanced library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on the web.
Call Number: Books 24x7
ISBN: 9781435458086
Publication Date: 2011-01-18
Introduction to 3D Game Programming with DirectX 11 by Frank LunaThis updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures.
Call Number: Books 24x7
ISBN: 9781936420223
Publication Date: 2012-02-28
Learning C# by Programming Games by Arjan Egges; Jeroen D. Fokker; Mark H. OvermarsC# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
Call Number: Books 24x7
ISBN: 9783642365799
Publication Date: 2013-06-18
Physics for JavaScript Games, Animation, and Simulations by Adrian Dobre; Dev RamtalHave you ever wanted to include believable physicalbehaviors in your games and projects to give them that extra edge? Physics for JavaScript Games, Animation, andSimulations teaches you how to incorporate real physics, such as gravity,friction, and buoyancy, into your HTML5 games, animations, and simulations. Italso includes more advanced topics, such as particle systems, which areessential for creating effects such as sparks or smoke. The book also addressesthe key issue of balancing accuracy and simplicity in your games andsimulations, and the final chapters provide you with the information and thecode to make the right choice for your project. Physics for JavaScriptGames, Animation, and Simulations assumes you have a basic knowledge ofJavaScript and HTML5. However, no previous knowledge of physics isrequired--only some very basic math skills. The authors present everything frombasic principles to advanced concepts in an approachable way, so you'll be ableto follow the logic and easily adapt the principles to your own applications. The book is packed full of practical examples of how you canapply physics to your own games and applications.Spring behaviors can be used for anything from tweaking lowrider suspension tocreating cloth simulation; flotationmechanics enable the simulation of submersibles or dirigibles; you can even createyour own solar system with accurate orbits and gravity. It doesn't matter ifyou're modeling the Lorentz force in an electromagnetic field or you'remodeling the lift force in a flight simulator, Physics for JavaScript Games, Animation, and Simulations enablesyou to fill your games and applications with accurate and realistic effects. What you'll learn * Learn all the basic math and physics you'll need toincorporate realism into your projects * Incorporate a wide range of forces, such as gravity,friction, and buoyancy * Build a number of realistic simulations * Model particle systems and use them to create visualeffects * Create complex systems using rigid bodies and mass-springsystems * Deal with numerical subtleties, including accuracy andstability of integration schemes Who this book is for Physics for JavaScript Games, Animation, and Simulations is for JavaScript developers interested in incorporating real physics into their games, animations, simulations, or generative art projects Table of Contents Introduction to Physics Programming JavaScript and HTML5 Canvas Some Math Background Basic Physics Concepts The Laws Governing Motion Gravity, Orbits, and Rockets Contact and Fluid Forces Restoring Forces: Springs and Oscillations Centripetal Forces: Rotational Motion Long-Range Forces Collisions Particle Systems Extended Objects Numerical Integration Schemes, Accuracy, and Scaling Doing Physics in 3D Simulation Projects
Call Number: Books 24x7
ISBN: 9781430263371
Publication Date: 2014-05-21
Programming Fundamentals Using Java by William McAllister; S. Jane FritzThis is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics concept to realize their advantages. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to student whose majors are within an outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students' interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course. Features: Uses an objects-early approach to learning Java. Follows the 2013 ACM/IEEE computer science curriculum guidelines Integrates game programming as central pedagogical tool to improve student engagement, learning outcomes, and retention Includes a companion DVD with projects created with the popular Java Development Environments; also includes a set of executable games, source code, and figures Uses working programs to illustrate concepts under discussion Complete instructor's resource package available upon adoption
Call Number: Books 24x7
ISBN: 9781938549762
Publication Date: 2014-10-02
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