How to make a game : (Record no. 91158)

MARC details
000 -LEADER
fixed length control field 02138nam a22001937a 4500
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 231122b2022 |||||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781484283981
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.83 FAH-M
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Fahme, Minhaz-Us-Salakeen
245 ## - TITLE STATEMENT
Title How to make a game :
Remainder of title go from idea to publication avoiding the common pitfalls along the way /
Statement of responsibility, etc. Minhaz-Us-Salakeen Fahme and Tanimul Haque Khan
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. New York
Name of publisher, distributor, etc. Springer
Date of publication, distribution, etc. 2022
300 ## - PHYSICAL DESCRIPTION
Extent 278p.
500 ## - GENERAL NOTE
General note Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. You will: Discover the fundamentals of game design See some intermediate coding tricks to make your games better Grasp the pitfalls to avoid while designing and programming games Master the different conventions and practices for file naming and structuring your projects
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games--Design
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games--Programming
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games--Design
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer software
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games Programming
952 ## - LOCATION AND ITEM INFORMATION (KOHA)
Withdrawn status
Holdings
Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Total Checkouts Full call number Barcode Date last seen Date last checked out Price effective from Koha item type
  Dewey Decimal Classification     790 BITS Pilani Hyderabad BITS Pilani Hyderabad General Stack (For lending) 22/11/2023 2 794.83 FAH-M 47519 29/07/2024 07/05/2024 22/11/2023 Books
An institution deemed to be a University Estd. Vide Sec.3 of the UGC
Act,1956 under notification # F.12-23/63.U-2 of Jun 18,1964

© 2024 BITS-Library, BITS-Hyderabad, India.