Basic Computer Games

Basic Computer Games
Title Basic Computer Games PDF eBook
Author David H. Ahl
Publisher
Total Pages 185
Release 1981
Genre BASIC (Computer program language)
ISBN

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More Basic Computer Games

More Basic Computer Games
Title More Basic Computer Games PDF eBook
Author David H. Ahl
Publisher
Total Pages 212
Release 1980
Genre Computers
ISBN

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BASIC Fun

BASIC Fun
Title BASIC Fun PDF eBook
Author Susan Drake Lipscomb
Publisher
Total Pages 182
Release 1982
Genre Games & Activities
ISBN 9780380806065

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Introduces the fundamentals of computer programming using the BASIC programming language. Includes descriptions and listings of programs designed to amuse and challenge users.

Invent Your Own Computer Games with Python, 4th Edition

Invent Your Own Computer Games with Python, 4th Edition
Title Invent Your Own Computer Games with Python, 4th Edition PDF eBook
Author Al Sweigart
Publisher No Starch Press
Total Pages 377
Release 2016-12-16
Genre Computers
ISBN 1593277954

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Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.

BASIC Game Plans

BASIC Game Plans
Title BASIC Game Plans PDF eBook
Author BAUMANN
Publisher Springer Science & Business Media
Total Pages 333
Release 2013-06-29
Genre Science
ISBN 1475739184

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The computer is a toy tossed to us by Nature for diversion and comfort in the darkness. d'Alembert I hate everything which merely instructs without stimulating me or increasing my own activity. Goethe Let's try to eliminate some misconceptions from the outset: this book is not a collection of game recipes as sembled in the form of finished programs which only have to be typed into the computer and then played. Far from it. The object is to challenge readers to activate their own creativity in using computer games. The game concept is designed to develop into game strategy and this then should form the basis of computer programming. Programming comput ers is in itself the game. Or, to put it another way, read ers can learn programming while playing. No previous knowledge of programming is assumed of readers and users of this book -- only the willingness to accept new ideas and improve upon them independently. While all the programs in this book have been run and tested, some are intentionally imperfect. They await the finishing touches from you, the reader. The additional brainteasers at the end of the chapters (or, occasionally, after a sec tion within a chapter) are therefore designed to inspire your imagination and encourage your independence. The material is drawn from numerous sources.

Game Programming Patterns

Game Programming Patterns
Title Game Programming Patterns PDF eBook
Author Robert Nystrom
Publisher Genever Benning
Total Pages 353
Release 2014-11-03
Genre Computers
ISBN 0990582914

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

A History of Video Games in 64 Objects

A History of Video Games in 64 Objects
Title A History of Video Games in 64 Objects PDF eBook
Author World Video Game Hall of Fame
Publisher HarperCollins
Total Pages 584
Release 2018-05-29
Genre Games & Activities
ISBN 0062838709

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Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!