Mostly codeless game development: new school game engines
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
[New York, NY]
Apress
[2017]
|
Schlagworte: | |
Online-Zugang: | Cover Inhaltsverzeichnis Klappentext |
Beschreibung: | Includes index |
Beschreibung: | xxv, 219 Seiten Illustrationen 24 cm |
ISBN: | 148422969X 9781484229699 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV044903345 | ||
003 | DE-604 | ||
005 | 20220315 | ||
007 | t | ||
008 | 180413s2017 a||| |||| 00||| eng d | ||
020 | |a 148422969X |c pbk |9 1-4842-2969-X | ||
020 | |a 9781484229699 |c pbk |9 978-1-4842-2969-9 | ||
035 | |a (OCoLC)1010502271 | ||
035 | |a (DE-599)BSZ494716789 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-355 | ||
082 | 0 | |a 794.81525 | |
084 | |a AP 15963 |0 (DE-625)6963: |2 rvk | ||
084 | |a ST 324 |0 (DE-625)143660: |2 rvk | ||
100 | 1 | |a Ciesla, Robert |e Verfasser |4 aut | |
245 | 1 | 0 | |a Mostly codeless game development |b new school game engines |c Robert Ciesla |
264 | 1 | |a [New York, NY] |b Apress |c [2017] | |
300 | |a xxv, 219 Seiten |b Illustrationen |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes index | ||
650 | 0 | 7 | |a Spiel-Engine |0 (DE-588)103437396X |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
653 | 0 | |a Video games / Design | |
653 | 0 | |a Video games / Programming | |
689 | 0 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 0 | 1 | |a Spiel-Engine |0 (DE-588)103437396X |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-1-4842-2970-5 |
856 | 4 | 2 | |m DE-576;springer |q image/jpeg |u http://swbplus.bsz-bw.de/bsz494716789cov.htm |v 20180123123129 |3 Cover |
856 | 4 | 2 | |m Digitalisierung UB Regensburg - ADAM Catalogue Enrichment |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
856 | 4 | 2 | |m Digitalisierung UB Regensburg - ADAM Catalogue Enrichment |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |3 Klappentext |
999 | |a oai:aleph.bib-bvb.de:BVB01-030297084 |
Datensatz im Suchindex
_version_ | 1804178460455731200 |
---|---|
adam_text | Contents at a Glance
About the Author................................................ xix
About the Technical Reviewer...................................xxi
Acknowledgments..............................................xxiii
Introduction................................................. xxv
Chapter 1: Getting Ready!.....................................1
Chapter 2: Game Engine Museum.................................11
[ Chapter 3: A Game Maker’s Lexicon: Level 1...................21
[ Chapter 4: Commercial Game Engines...........................41
[ Chapter 5: Freeware Game Engines............................... 97
[ Chapter 6: Audiovisual Assets................................123
[ Chapter 7: Selling Your Game............................... 145
[ Chapter 8: Knowing Your Old-School Games....................161
[ Chapter 9: Game Developer’s Battle Station.................181
[ Chapter 10: A Game Maker’s Lexicon: Level 2..................187
Chapter 11: The Mostly Codeless Challenge....................211
Index..........................................................213
V
Contents
About the Author..................................................... xix
About the Technical Reviewer.......................................... xxi
Acknowledgments..................................................... xxiii
Introduction............................................................xxv
Chapter 1: Getting Ready!..............................................1
Who Does What in the Video Game Industry...............................2
Producer.......................................................... 2
Designer............................................................3
Programmer..........................................................3
Visual Artist.......................................................4
Sound Designer/Musician.............................................4
Tester..............................................................4
Writer/Copywriter...................................................5
Common Pitfalls for New Developers.....................................5
The Motivational Hole...............................................5
The Ugly Date Syndrome..............................................6
The Wrong Game Engine Issue.........................................6
The Prequei Syndrome................................................7
The No Testing Needed Approach......................................7
Perfectionism Quest.................................................8
A Programmer’s Mind.................................................8
In Closing.............................................................9
Vll
CONTENTS
Chapter 2: Game Engine Museum.......................................11
The Quill (1983) by Gilsoft..........................................11
Pinball Construction Set (1983) by Electronic Arts...................11
Adventure Construction Set (1984) by Electronic Arts..................12
Garry Kitchen’s GameMaker (1985) by Activision........................13
Shoot-’Em-Up Construction Kit (1987) by Sensible Software............. 14
Arcade Game Construction Kit (1988) by Broderbund Software............15
STOS BASIC (1988)/AM0S BASIC (1990) by Mandarin Software..............16
Allegro (1990) by Shawn Hargreaves and the Allegro Developers........17
3D Construction Kit (1991) by Domark..................................18
RSD Game-Maker (1991) by Recreational Software Designs................19
Zillions of Games (1998) by Zillions Development Corp.................20
r Chapter 3: A Game Maker’s Lexicon: Level 1............................21
General Terminology................................................. 21
4X................................................................21
AAA...............................................................21
Algorithm.........................................................22
Application Programming Interface (API)...........................22
Bits, Bytes, and Binary...........................................22
Chiptune..........................................................23
DLC/Microtransactions.............................................23
FPS...............................................................24
MNIOG/MMORPG......................................................24
Particles (i.e., Particle Effects)................................24
Ping............................................................ 24
Pixel.............................................................25
CONTENTS
Polygon..................................................................25
Pong.....................................................................25
Primitive................................................................26
Resolution...............................................................26
Shader...................................................................26
Shovelware...............................................................26
Sprite...................................................................27
Steam....................................................................27
Rendering and Prerendering...............................................28
Resources................................................................28
Sandbox Game.............................................................28
Sky box..................................................................29
Vertical Sync (V-sync)...................................................29
WASD.....................................................................29
The Fundamentals of Programming..............................................29
Programming Language.....................................................29
How to Talk to Your Computer.............................................30
High-Level vs. Low-Level Languages.......................................31
Compiled vs. Interpreted Languages.......................................31
Control Flow: Nonstructured vs. Procedural Programming...................31
Procedures...............................................................32
A Few Lines of Code......................................................32
Variable.................................................................33
Object-Oriented Programming (OOP)........................................33
Classes and Objects (i.e., Classes and Instances)........................34
Inheritance..............................................................34
Methods................................................................ 35
Abstraction and Encapsulation............................................35
ix
CONTENTS
Common Programming Languages: A Primer...................................36
basic................................................................36
C....................................................................37
C++..................................................................37
C#...................................................................37
Java............................................................... 37
JavaScript...........................................................37
ActionScript.........................................................38
GML..................................................................38
Python...............................................................38
Lua................................................................ 38
Some Words About Optimization............................................38
In Closing...............................................................39
^Chapter 4: Commercial Game Engines...................................... 41
Before You Embark........................................................42
Your First Game Engine...................................................43
Your First Game......................................................43
GM Classes and Objects...............................................43
Game Engine Reviews......................................................51
GameMaker Studio Professional 1.4 by YoYo Games......................51
001 Game Creator (formerly known as 001 Engine) by Mike Weir.........58
GameGuru by The Game Creators........................................61
Case Study: Halflight by Soiree Games................................65
Shoot-’Em-Up Kit by Tall Studios.....................................68
Leadwerks Game Engine 4.3 by Leadwerks Software......................70
CopperCube 5/CopperCube 5 Pro byAmbiera..............................73
RPG Maker VX/RPG Maker VX Ace by Kadokawa Games/Enterbrain...........76
RPG Maker MV by Kadokawa Games/Enterbrain............................79
Clickteam Fusion 2.5 by Clickteam....................................81
x
CONTENTS
Game Salad 1.25 (Mac)/Game Salad 1.00 (Windows) by GameSalad Inc.......85
S2 Engine HD 1.4.6 by Profenix Studio SRLS.............................88
Tyranobuilder Visual Novel Studio by STRIKEWORKS.......................91
RTS Creator by Infotread, LLC...........................................93
I Chapter 5: Freeware Game Engines......................................... 97
Unity 5.5 by Unity Technologies.............................................98
A Beginner and His Unity Experience: Developer Interview...............100
Unity Tips......................................................... 101
Unity License Options..................................................102
Construct Classic/Construct 2 by Scirra..................................103
Ren Py 6.99.12.3 by Tom Rothamel and His Team..............................105
Gamelooper by Oyun Dongiisu Ltd............................................111
Stencyl 3.4 by Stencyl, LLC................................................113
Godot 2.1 by Juan Linietsky and Ariel Manzur...............................116
^Chapter 6: Audiovisual Assets............................................. 123
The Basics of Digital Audio................................................123
MIDI...................................................................124
Lossy Audio Formats (i.e., Delivery Formats)...........................124
Nonlossy Audio Formats (i.e., Source Formats)..........................125
Plug-in.............................................................. 125
The Fundamental Concepts of Audio Processing...............................126
Decibels (dB)..........................................................126
EQ.....................................................................127
Common Types of EQ Filters.............................................127
How to EQ Your Material................................................128
Dynamics (Compression and Limiting)....................................129
Clipping...............................................................129
Normalization..........................................................129
xi
CONTENTS
Reverb................................................................130
Free Audio Resources..................................................130
Some Tools of the Audio Trade.........................................130
Digital Audio Questions..................................................133
Software for Game Visuals................................................134
Lossy Image Formats (i.e., Delivery Formats)..........................134
Nonlossy Image Formats (i.e., Source Formats).........................134
Transparency..........................................................135
Tools for 2D..........................................................135
Tools for 3D..........................................................140
ElChapter 7: Selling Your Game.......................................... 145
Product...................................................................145
Price.....................................................................145
Psychological Pricing.................................................146
Penetration Pricing...................................................146
Honeymoon Pricing.....................................................146
Premium Pricing.......................................................146
Economy Pricing.......................................................146
Product Bundling......................................................146
Free-to-Play (Also Pay-to-Win and Freemium)...........................147
Microtransactions.....................................................147
Place (Distribution).....................................................147
Steam (steampowered.com)............................................ 147
Amazon Appstore (amazon.com/appstore).................................148
Amazon Digital Game Store (amazon.com/gamedownloads)..................148
Google Play (play.google.com).........................................148
Apple App Store (apple.com)...........................................149
Apple Mac App Store...................................................149
xii
CONTENTS
Good Old Games (gog.com).................................................150
Itch.io (www.itch.io)....................................................150
Humble Store (humblestore.com)...........................................151
IndieGameStand (indiegamestand.com)......................................151
Playism (playism-games.com)..............................................151
Promotion....................................................................152
Web Site.................................................................152
Route A: Custom Domain and Hosting...........................................152
Route B: No Budget...........................................................153
Screenshots..............................................................153
Video Trailer............................................................153
Social Media.............................................................154
In-Game Advertising (IGA)................................................155
Festivals................................................................155
Indiecade (indiecade.com)................................................155
Independent Game Festival (igf.com)......................................155
Assembly Summer (assembly.org)...........................................156
Business and Finance.........................................................156
Return on Investment (ROI)...............................................156
Economies of Scale/Economies of Scope....................................157
Securities.............................................................. 157
Securities and Exchange Commission (SEC).................................157
Nonaccredited Investor...................................................157
Accredited Investor......................................................157
Crowdfunding.................................................................158
Kickstarter (kickstarter.com)............................................158
Fig (fig.co).............................................................159
Indiegogo (indiegogo.com)................................................159
Gambitious (gambitious.com)..............................................160
xiii
CONTENTS
Chapter 8: Knowing Your Old-School Games........................161
1977.................................................................162
Atari 2600........................................................162
1982 ..............................................................163
Atari 5200........................................................163
Commodore 64......................................................164
1983 ..............................................................165
Nintendo Entertainment System (NES)...............................165
The Great Video Game Crash of 1983................................166
1985 ..............................................................166
Commodore Amiga...................................................166
Atari ST.......................................................... 168
1986 ..............................................................169
Sega Master System................................................169
Atari 7800........................................................170
1987 ..............................................................172
PC Engine (Turbografx-16) by NEC Corporation......................172
1988 ..............................................................173
Sega Genesis (Megadrive)..........................................173
1990.................................................................174
Super Nintendo....................................................174
1994................................................................. 175
Sony PlayStation (PS1 or PSX).....................................175
2000 ..............................................................176
PlayStation 2 by Sony.............................................176
2001 ..............................................................177
Gamecube by Nintendo..............................................177
Xbox by Microsoft.................................................178
The Homebrew Market.................................................. 179
xiv
CONTENTS
Chapter 9: Game Developer’s Battle Station.............................181
Resources.............................................................181
CPU................................................................181
Hard Drive.........................................................183
Random Access Memory (RAM).........................................183
Video Card.........................................................184
Your Hardware Needs as an Indie Developer..............................184
Option 1: Windows 7/8/10 PC........................................184
Option 2: iMac (Previous Generation), Mac Pro, or Mac Mini.........185
The Ecological Imperative..............................................186
A Few Words on Displays..............................................186
Chapter 10: A Game Maker’s Lexicon: Level 2.......................... 187
Digital Units of Measurement...........................................187
32-Bit/64-Bit Architecture.............................................187
Hard Drives Revisited..................................................188
Advanced Visual Terminology............................................188
Antialiasing (AA)..................................................189
Billboard..........................................................189
Cel Shading........................................................189
Clipping Plane.....................................................189
Fog................................................................189
Viewing Frustum....................................................190
Z-buffer...........................................................191
Shader Languages...................................................191
Pixel Shaders (Fragment Shader)....................................191
Vertex Shaders.....................................................191
Geometry Shaders...................................................192
How to Implement Shaders...........................................192
xv
CONTENTS
Texture.................................................................192
Texture Atlas...........................................................193
Texture Mapping.........................................................193
Bump Mapping............................................................194
Normal Mapping..........................................................194
Environment Mapping.....................................................194
Interpolation...........................................................195
Texture Filtering.......................................................195
Mipmaps.................................................................195
Transform and Lighting (T L)............................................196
Raytracing..............................................................196
Bloom (Glow)............................................................196
Depth of Field (DOF)....................................................196
Gradient Noise..........................................................196
Parallax Scrolling......................................................197
Voxel...................................................................197
Delta Time (At).........................................................198
Finite State Machine (FSM)..............................................199
UML and FSM, Best Buddies...............................................199
Machinima...............................................................199
The Golden Age of Arcade Video Games....................................200
Grinding................................................................200
Konami Code.............................................................200
More on Programming........................................................200
Variables and Operators.................................................201
Data Structures.........................................................202
Flow Control............................................................203
Pseudocode and Code Comments............................................ 204
xvi
CONTENTS
More on Physics..........................................................207
Newton’s Laws of Motion..............................................207
Euler’s Method.......................................................208
Ragdoll..............................................................208
Rigid-Body Dynamics..................................................208
Soft-Body Dynamics...................................................208
Physics Engines Rundown..............................................208
r Chapter 11: The Mostly Codeless Challenge................................211
Index......................................................................213
xvii
Mostly Codeless Game Development
Get a head start in your game development career with this all-genre guide for
absolute beginners. Whether you re into action games, role-playing games, or
interactive fiction, we ve got you covered. /Wosffy Codeless Game Development
empowers new developers with little or no previous experience and presents
all major areas of game development in a succinct, entertaining fashion.
Have you dreamed of making your own video game? Do you find the prospect
daunting? Fear not. A new generation of game engines has emerged. Lengthy
and complicated feats of programming are largely a thing of the past in video
game development. To create commercially viable games you simply need the
right tools, many of which are discussed in this book. A gigantic software team
isn’t a must-have prerequisite for success. The one-person operation is back.
’ Master the concepts and jargon used in game creation for the beginner
* Find the best game development suite for your project
Make the most out of related graphics and audio production software
• Discover video game marketing essentials
|
any_adam_object | 1 |
author | Ciesla, Robert |
author_facet | Ciesla, Robert |
author_role | aut |
author_sort | Ciesla, Robert |
author_variant | r c rc |
building | Verbundindex |
bvnumber | BV044903345 |
classification_rvk | AP 15963 ST 324 |
ctrlnum | (OCoLC)1010502271 (DE-599)BSZ494716789 |
dewey-full | 794.81525 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81525 |
dewey-search | 794.81525 |
dewey-sort | 3794.81525 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02020nam a2200445 c 4500</leader><controlfield tag="001">BV044903345</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20220315 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">180413s2017 a||| |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">148422969X</subfield><subfield code="c">pbk</subfield><subfield code="9">1-4842-2969-X</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781484229699</subfield><subfield code="c">pbk</subfield><subfield code="9">978-1-4842-2969-9</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1010502271</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BSZ494716789</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-355</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.81525</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">AP 15963</subfield><subfield code="0">(DE-625)6963:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 324</subfield><subfield code="0">(DE-625)143660:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Ciesla, Robert</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Mostly codeless game development</subfield><subfield code="b">new school game engines</subfield><subfield code="c">Robert Ciesla</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">[New York, NY]</subfield><subfield code="b">Apress</subfield><subfield code="c">[2017]</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xxv, 219 Seiten</subfield><subfield code="b">Illustrationen</subfield><subfield code="c">24 cm</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes index</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Spiel-Engine</subfield><subfield code="0">(DE-588)103437396X</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games / Design</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games / Programming</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Spiel-Engine</subfield><subfield code="0">(DE-588)103437396X</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe</subfield><subfield code="z">978-1-4842-2970-5</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">DE-576;springer</subfield><subfield code="q">image/jpeg</subfield><subfield code="u">http://swbplus.bsz-bw.de/bsz494716789cov.htm</subfield><subfield code="v">20180123123129</subfield><subfield code="3">Cover</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Regensburg - ADAM Catalogue Enrichment</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Regensburg - ADAM Catalogue Enrichment</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Klappentext</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-030297084</subfield></datafield></record></collection> |
id | DE-604.BV044903345 |
illustrated | Illustrated |
indexdate | 2024-07-10T08:04:19Z |
institution | BVB |
isbn | 148422969X 9781484229699 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030297084 |
oclc_num | 1010502271 |
open_access_boolean | |
owner | DE-355 DE-BY-UBR |
owner_facet | DE-355 DE-BY-UBR |
physical | xxv, 219 Seiten Illustrationen 24 cm |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | Apress |
record_format | marc |
spelling | Ciesla, Robert Verfasser aut Mostly codeless game development new school game engines Robert Ciesla [New York, NY] Apress [2017] xxv, 219 Seiten Illustrationen 24 cm txt rdacontent n rdamedia nc rdacarrier Includes index Spiel-Engine (DE-588)103437396X gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Video games / Design Video games / Programming Computerspiel (DE-588)4010457-6 s Spiel-Engine (DE-588)103437396X s DE-604 Erscheint auch als Online-Ausgabe 978-1-4842-2970-5 DE-576;springer image/jpeg http://swbplus.bsz-bw.de/bsz494716789cov.htm 20180123123129 Cover Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Ciesla, Robert Mostly codeless game development new school game engines Spiel-Engine (DE-588)103437396X gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)103437396X (DE-588)4010457-6 |
title | Mostly codeless game development new school game engines |
title_auth | Mostly codeless game development new school game engines |
title_exact_search | Mostly codeless game development new school game engines |
title_full | Mostly codeless game development new school game engines Robert Ciesla |
title_fullStr | Mostly codeless game development new school game engines Robert Ciesla |
title_full_unstemmed | Mostly codeless game development new school game engines Robert Ciesla |
title_short | Mostly codeless game development |
title_sort | mostly codeless game development new school game engines |
title_sub | new school game engines |
topic | Spiel-Engine (DE-588)103437396X gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Spiel-Engine Computerspiel |
url | http://swbplus.bsz-bw.de/bsz494716789cov.htm http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030297084&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT cieslarobert mostlycodelessgamedevelopmentnewschoolgameengines |