Computer Game Development / / edited by Branislav Sobota.

Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means...

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Place / Publishing House:London : : IntechOpen,, 2022.
©2022
Year of Publication:2022
Language:English
Physical Description:1 online resource (180 pages)
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spelling Computer Game Development / edited by Branislav Sobota.
London : IntechOpen, 2022.
©2022
1 online resource (180 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Description based on: online resource; title from PDF title page (IntechOpen, viewed March 25, 2023).
Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games.
Includes bibliographical references and index.
1. Collaborative XR Systems and Computer Games Development. 2. Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment. 3. Serious Games Development and Impact for Business Education. 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature. 5. 3D Computer Graphics and Virtual Reality. 6. View Synthesis Tool for VR Immersive Video. 7. Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria. 8. Enabling a 3-D Cyberspace Experience Online.
Computer games.
1-80355-564-5
Sobota, Branislav, editor.
language English
format eBook
author2 Sobota, Branislav,
author_facet Sobota, Branislav,
author2_variant b s bs
author2_role TeilnehmendeR
title Computer Game Development /
spellingShingle Computer Game Development /
1. Collaborative XR Systems and Computer Games Development. 2. Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment. 3. Serious Games Development and Impact for Business Education. 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature. 5. 3D Computer Graphics and Virtual Reality. 6. View Synthesis Tool for VR Immersive Video. 7. Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria. 8. Enabling a 3-D Cyberspace Experience Online.
title_full Computer Game Development / edited by Branislav Sobota.
title_fullStr Computer Game Development / edited by Branislav Sobota.
title_full_unstemmed Computer Game Development / edited by Branislav Sobota.
title_auth Computer Game Development /
title_new Computer Game Development /
title_sort computer game development /
publisher IntechOpen,
publishDate 2022
physical 1 online resource (180 pages)
contents 1. Collaborative XR Systems and Computer Games Development. 2. Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment. 3. Serious Games Development and Impact for Business Education. 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature. 5. 3D Computer Graphics and Virtual Reality. 6. View Synthesis Tool for VR Immersive Video. 7. Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria. 8. Enabling a 3-D Cyberspace Experience Online.
isbn 1-80355-565-3
1-80355-564-5
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.27 C667 42022
illustrated Not Illustrated
dewey-hundreds 700 - Arts & recreation
dewey-tens 790 - Sports, games & entertainment
dewey-ones 794 - Indoor games of skill
dewey-full 794.8
dewey-sort 3794.8
dewey-raw 794.8
dewey-search 794.8
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is_hierarchy_title Computer Game Development /
author2_original_writing_str_mv noLinkedField
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