441. Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception. (23rd December 2013) Authors: Böttcher, Niels; Martínez, Héctor P.; Serafin, Stefania Other Names: Pasko Alexander Academic Editor. Journal: International journal of computer games technology Issue: Volume 2013(2013) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
442. Procedural content generation for C++ game development : get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library /: get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library. ([2016]) Authors: Green, Dale Record Type: Book Extent: 1 online resource (1 volume), illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
443. Procedural content generation for Unity game development : harness the power of procedural content generation to design unique games with Unity /: harness the power of procedural content generation to design unique games with Unity. ([2016]) Authors: Watkins, Ryan Record Type: Book Extent: 1 online resource, illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
444. Production pipeline fundamentals for film and game. (2014) Other Names: Dunlop, Renee Record Type: Book Extent: 1 online resource View Content: Available online (eLD content is only available in our Reading Rooms) ↗
445. Programming 2D games. (2012) Other Names: Kelly, Charles Record Type: Book Extent: 1 online resource (438 pages) View Content: Available online (eLD content is only available in our Reading Rooms) ↗
446. Python game programming by example : a pragmatic guide for developing your own games with Python /: a pragmatic guide for developing your own games with Python. (2015) Authors: Rodas de Paz, Alejandro; Howse, Joseph Record Type: Book Extent: 1 online resource (1 volume), illustrations View Content: Available online (eLD content is only available in our Reading Rooms) ↗
447. Quality Measures for Improving Technology Trees. (28th April 2015) Authors: Heinimäki, Teemu J.; Elomaa, Tapio Other Names: Cai Yiyu Academic Editor. Journal: International journal of computer games technology Issue: Volume 2015(2015) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
448. RAGE Architecture for Reusable Serious Gaming Technology Components. (17th March 2016) Authors: van der Vegt, Wim; Westera, Wim; Nyamsuren, Enkhbold; Georgiev, Atanas; Ortiz, Iván Martínez Other Names: Wimmer Michael Academic Editor. Journal: International journal of computer games technology Issue: Volume 2016(2016) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
449. Real Time Animation of Trees Based on BBSC in Computer Games. (19th May 2009) Authors: Ao, Xuefeng; Wu, Zhongke; Zhou, Mingquan Other Names: Zhou Suiping Academic Editor. Journal: International journal of computer games technology Issue: Volume 2009(2009) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗
450. Real Time Robot Soccer Game Event Detection Using Finite State Machines with Multiple Fuzzy Logic Probability Evaluators. (1st December 2009) Authors: Dadios, Elmer P.; Park, Soo ho Other Names: Wong Kok Wai Academic Editor. Journal: International journal of computer games technology Issue: Volume 2009(2009) Page Start: Record Type: Journal Article View Content: Available online (eLD content is only available in our Reading Rooms) ↗