11. Game physics engine development : how to build a robust commercial-grade physics engine for your game /: how to build a robust commercial-grade physics engine for your game. ([2010]) Other Names: Millington, Ian Record Type: Book Extent: 1 online resource (xxix, 522 pages), illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
12. Game physics pearls. (©2010) Editors: Bergen, Gino van den; Gregorius, Dirk Record Type: Book Extent: 1 online resource (xv, 344 pages, [8] pages of plates), illustrations (some color) View Content: Available online (eLD content is only available in our Reading Rooms) ↗
13. Immersion and Gameplay Experience: A Contingency Framework. (2nd December 2010) Authors: Örtqvist, Daniel; Liljedahl, Mats Other Names: Katchabaw Michael Academic Editor. Journal: International journal of computer games technology Issue: Volume 2010(2010) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
14. Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games. (29th July 2010) Authors: Mac Namee, Brian; Beaney, David; Dong, Qingqing Other Names: Musse Soraia Academic Editor. Journal: International journal of computer games technology Issue: Volume 2010(2010) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
15. Networked graphics : building networked games and virtual environments /: building networked games and virtual environments. (©2010) Other Names: Steed, Anthony; Oliveira, Manuel Fradinho Record Type: Book Extent: 1 online resource (xi, 522 pages), illustrations (some color) View Content: Available online (eLD content is only available in our Reading Rooms) ↗
16. OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch /: create real time 3D applications using OGRE 3D from scratch. (©2010) Other Names: Kerger, Felix Record Type: Book Extent: 1 online resource (viii, 285 pages), illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
17. On the way to fun : an emotion-based approach to successful game design /: an emotion-based approach to successful game design. (©2010) Authors: Dillon, Roberto Record Type: Book Extent: 1 online resource (xvi, 170 pages), illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
18. Symbolic dynamics and geometry : using D* in graphics and game programming /: using D* in graphics and game programming. ([2010]) Other Names: Guenter, Brian, 1957-; Lee, Sung-Hee Record Type: Book Extent: 1 online resource (xiv, 186 pages), illustrations (some color) View Content: Available online (eLD content is only available in our Reading Rooms) ↗
19. Time and Space in Digital Game Storytelling. (24th November 2010) Authors: Wei, Huaxin; Bizzocchi, Jim; Calvert, Tom Other Names: El Rhalibi Abdennour Academic Editor. Journal: International journal of computer games technology Issue: Volume 2010(2010) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
20. Unity 3D game development by example : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly /: beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly. (2010) Other Names: Creighton, Ryan Henson Record Type: Book Extent: 1 online resource (384 pages) View Content: Available online (eLD content is only available in our Reading Rooms) ↗