Basic Computer Games

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Basic Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 185 pages
File Size : 40,6 Mb
Release : 1981
Category : BASIC (Computer program language)
ISBN : OCLC:28877106

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Basic Computer Games by David H. Ahl Pdf

More Basic Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 212 pages
File Size : 47,8 Mb
Release : 1980
Category : Computers
ISBN : PSU:000007766695

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More Basic Computer Games by David H. Ahl Pdf

Big Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 0 pages
File Size : 43,8 Mb
Release : 2022-07-02
Category : Electronic
ISBN : 1387853988

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Big Computer Games by David H. Ahl Pdf

Third in the Creative Computing series of best-selling computer games books, Big Computer Games contains 12 challenging games for solo and group play - Lost & Forgotten Island, Trucker, Dukedom, Cribbage, Star Merchant, Mu-Torere, Streets of the City, Eliza, Presidential Campaign, Monster Combat, Survival, and Rollercoaster. Also included are sections on how to write your own adventure game and how to integrate action video with your computer games. This "Enhanced Edition" has a new preface from David H. Ahl. Program listings, sample runs, and descriptions are presented with each game, and all games are written in standard Microsoft Basic, which is adaptable to most micro-computers. David H. Ahl is the editor-in-chief and founder of Creative Computing magazine

Invent Your Own Computer Games with Python, 4th Edition

Author : Al Sweigart
Publisher : No Starch Press
Page : 377 pages
File Size : 40,5 Mb
Release : 2016-12-16
Category : Computers
ISBN : 9781593277956

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Invent Your Own Computer Games with Python, 4th Edition by Al Sweigart Pdf

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 Fun

Author : Susan Drake Lipscomb,Margaret Ann Zuanich
Publisher : Unknown
Page : 182 pages
File Size : 48,9 Mb
Release : 1982
Category : Games & Activities
ISBN : 0380806061

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BASIC Fun by Susan Drake Lipscomb,Margaret Ann Zuanich Pdf

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

BASIC Game Plans

Author : BAUMANN
Publisher : Springer Science & Business Media
Page : 333 pages
File Size : 53,5 Mb
Release : 2013-06-29
Category : Science
ISBN : 9781475739183

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BASIC Game Plans by BAUMANN Pdf

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.

25 Exciting Computer Games in BASIC for All Ages

Author : David Chance
Publisher : Unknown
Page : 296 pages
File Size : 44,7 Mb
Release : 1983
Category : BASIC (Computer program language)
ISBN : UCAL:B4966927

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25 Exciting Computer Games in BASIC for All Ages by David Chance Pdf

Game Programming Patterns

Author : Robert Nystrom
Publisher : Genever Benning
Page : 354 pages
File Size : 40,6 Mb
Release : 2014-11-03
Category : Computers
ISBN : 9780990582915

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Game Programming Patterns by Robert Nystrom Pdf

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.

Understanding Video Games

Author : Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher : Routledge
Page : 552 pages
File Size : 49,5 Mb
Release : 2015-12-07
Category : Games & Activities
ISBN : 9781317533122

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Understanding Video Games by Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca Pdf

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Racing the Beam

Author : Nick Montfort,Ian Bogost
Publisher : MIT Press
Page : 193 pages
File Size : 44,9 Mb
Release : 2020-02-25
Category : Games & Activities
ISBN : 9780262539760

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Racing the Beam by Nick Montfort,Ian Bogost Pdf

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Essential Mathematics for Games and Interactive Applications

Author : James M. Van Verth,Lars M. Bishop
Publisher : CRC Press
Page : 706 pages
File Size : 40,9 Mb
Release : 2008-05-19
Category : Art
ISBN : 9780123742971

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Essential Mathematics for Games and Interactive Applications by James M. Van Verth,Lars M. Bishop Pdf

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

Basic Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 202 pages
File Size : 44,6 Mb
Release : 1978
Category : BASIC (Computer program language)
ISBN : UOM:39015028768771

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Basic Computer Games by David H. Ahl Pdf

Program Arcade Games

Author : Paul Craven
Publisher : Apress
Page : 403 pages
File Size : 50,6 Mb
Release : 2015-12-31
Category : Computers
ISBN : 9781484217900

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Program Arcade Games by Paul Craven Pdf

Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.

Computer Game Worlds

Author : Claus Pias
Publisher : Diaphanes
Page : 0 pages
File Size : 53,7 Mb
Release : 2017
Category : Computer games
ISBN : 3035800138

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Computer Game Worlds by Claus Pias Pdf

Computer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.

The Best of Creative Computing

Author : David H. Ahl
Publisher : Unknown
Page : 316 pages
File Size : 47,7 Mb
Release : 1978
Category : Electronic
ISBN : OCLC:462036705

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The Best of Creative Computing by David H. Ahl Pdf