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Teaching Sport Concepts and Skills
光盘作者: Stephen Mitchell (Author), Judith Oslin (Author), Linda Griffin (Author)
简介:The third edition of the popular book Teaching Sport Concepts and Skills : A Tactical Games Approach for Ages 7 to 18 now covers the elementary level as well as middle and secondary levels. It shows teachers how to move from a traditional to a tactical games teaching approach with detailed unit and lesson plans, a DVD-ROM with video clips and reproducibles, and a standards-linked Game Performance Assessment Instrument (GPAI). Teaching Sport Concepts and Skills, Third Edition, not only explains the tactical games approach, but it also contains more than 330 ready-to-use lessons to help teachers apply it. Elementary school teachers will use games to teach the basic concepts and tactics of these types of sports: • Invasion • Net and wall • Striking and fielding • Target sports Middle and high school teachers help students develop sport-specific tactical and technical skills for 12 sports, including soccer, lacrosse, and flag football (new to this edition). The lessons feature more than 240 diagrams that make for easy setup and execution of the games. For those new to the tactical approach, the accompanying DVD-ROM includes video clips of actual lessons that demonstrate the tactical approach in action. The DVD includes ready-to-use reproducibles for in-service teachers that also serve as examples for preservice teachers. Focusing on tactical awareness helps students develop problem-solving skills through game play. The tactical approach also allows teachers to individualize instruction for novice, developing, and advanced performers by either reducing or increasing the challenge of the tasks involved. The third edition of Teaching Sport Concepts and Skills will help current and future teachers structure positive and engaging learning experiences that set the stage for improved performance and lifelong enjoyment of sport.
3D game programming all in one
光盘出版社:中国科学技术出版社,2011
简介: 在本书中,我们将介绍游戏开发的所有方面,即经历从最初的原理到最终完成游戏这一旅程。 (一)概念 我们将介绍游戏行业的各个方面,使你有机会了解自己适合哪个方面,并且了解存在哪些机会。我们也将讲述3D游戏、游戏设计问题和游戏类型的各种元素。 (二)编程 我们将介绍你在使用本书的过程中需要理解的编程概念。书中介绍了如何结构化程序代码、如何创建循环、如何调用函数以及如何使用全局的和局部的作用域变量。我们将使用面向对象编程语言Torque Script的子集,该语言,内置于Zorque Engine中。你可以从本书附带的CD光盘上获取可供你实际动手的示例程序。本书也介绍了为了理解一些更为复杂的活动时需要用到的3D概念。这将为后面的编程和建模任务打下基础。 (三)Torque 一旦你已经掌握了充足的知识并理解了3D游戏开发中的主要概念,就可以使用Torque Engine。你将学习如何处理客户端/服务器编程,如何控制玩家特征,如何在玩家之间发送消息等等。我们将通过练习和示例程序介绍这些概念,可以在本书附带的CD光盘中找到这些练习和示例程序。虽然为了更好地理解这种引擎,我们介绍了丁orque Engine中一些较为复杂的低层次工作,但需要重点了解的是,作为一个独立的游戏开发人员,你将从掌握利用引擎的高级功能中获得更多的益处,从而可以关注于其他方面——类似于如何设计游戏。如果不具备设计游戏的知识,你将无法设计游戏。
Best new games Dale N. Le Fevre.
光盘简介:With Best New Games, Updated Edition, you can lead people of all ages and abilities in cooperative fun! This resource is rich with activity ideas for classroom and physical education teachers as well as group leaders in settings such as scout troops, youth groups, college orientations, retirement and senior centers, day care centers, park district programs, and business conferences and meetings. Best New Games is the most comprehensive collection of New Games currently available, presenting a wide range of activities, including ice breakers and get-acquainted games, games for building sensitivity and trust, team-building games, and games for opening and closing your play session. For those unfamiliar with New Games, a new DVD included with the book offers footage of 15 games in action to help you quickly understand how to play and present New Games. Best New Games begins by covering the basics of using the games, including how to lead, adapt, and create your own New Games. Then you’ll find 77 games presented according to activity level (low, low/moderate, moderate, and high) as well as 7 trust games. Each game description includes instructions for play, tips, safety considerations, age-level accommodations, space and equipment requirements, and the developmental skill focus. The updated edition also features an easier-to-use format and a game finder to help you take the stress out of planning play sessions. The game finder offers an at-a-glance listing of all games organized by activity level, when to play, number of players, special space and equipment needed, social purposes, and skills needed and developed. An expanded discussion of how to use the activities in the book will help you identify the games appropriate for your group and your unique needs. For teachers, a new section details how New Games can fulfill educational and physical activity standards in the United States, Australia, Canada, and the United Kingdom. Plus, ideas and suggestions for incorporating New Games into lesson plans offers a great starting point for more active learning in the classroom. With Best New Games, you can give your students and group members a new way to be physically and mentally active, regardless of age, size, sex, or ability. By focusing on the fun of play, Best New Games, Updated Edition, can help you pave the way to better teamwork, cooperation, and trust both in and out of the classroom.
Tricks of the Windows Game’ Programming Gurus
光盘出版社:中国电力出版社,2001
简介:《Windows游戏编程大师技巧》介绍了在Windows环境下进行游戏编程所需用到的各方面知识。全书正文共分为三个部分、十四章。第一部分为Windows编程基础,包括概述、Windows编程、GDI、控件等知识,第二部分为DirectX和2D基础,接触了用DirectX进行各种控制及二维平面中变换的知识.第三部分编程核心则重点介绍了相关的数学、物理原理及如何进行综合运用,另外第四部分附录提供了光盘简介、C/C++编译器、数学回顾、C++基础、游戏编程资源及ASCII表,为学习提供了方便。 《Windows游戏编程大师技巧》适合有一定数学基础和C语言编程经验的读者阅读。
iOS game programming from scratch
光盘作者: 李华明编著
出版社:清华大学出版社,2013
简介:《iOS游戏编程之从零开始--Cocos2d-x与cocos2d引擎游戏开发(附光盘)》由李华明编著,本书以C++与Objective—C语言为工具,从iOS游戏编程最基础的内容开始讲解,让读者能一步一步循序渐进地进行学习并掌握游戏编程要领。对于有C++与Objective—C基础的读者,能够更容易、更快速地掌握本书的内容。当然,需要提醒大家的是,阅读本书并不需要读者有任何移动设备的编程开发经验。 本书系统地对iOS游戏开发进行了讲解,需要掌握的知识点整体是以从易到难、从浅到深的形式呈现;所以笔者再次提醒大家在阅读本书时,务必要按顺序逐章学习,避免跳读,否则学习起来可能会事倍功半。
Game character development with Maya
光盘作者: (美)Antony Ward著;郭圣路,卢爱枝,宋广波译
出版社:中国电力出版社,2006
简介:目前,在北美、欧洲和日本的顶级旅游公司都是使用Maya来制作游戏模 型和游戏动画的,尤其是游戏角色制作方面,已经制作出了很多公认的优秀 案例,比如Lara Croft、Master Chief,以及Jak and Daxter游戏中的角色 。但是知道如何使用该软件只是这场“会战”中的一部分。在游戏市场竞争 激烈的今天,知道如何创建具有吸引力的游戏角色对于一款游戏的成功与否 起着举足轻重的作用。 在本书内容中,游戏角色设计大师安东尼·沃德(Antony Ward)将向 你详细地介绍如何从一个最初的概念和背景故事开始制作出一个完整的游戏 角色。在本书中,你将学习到如何为今天的游戏平台制作3D角色,如何为角 色制作和使用纹理来添加逼真的细节,如何装配角色,如何设置它们的姿势 等等。如果你不想使用自己的草图来制作角色的话,那么可以使用随书光盘 中的项目文件。另外,在本书中,作者还向你提供了很多非常有用的提示、 技巧和建议。本书适合于游戏角色设计人员及Maya爱好者阅读和使用。更多>>
作者: (美)Jonathan S. Harbour著;陈征,傅鑫等译
出版社:机械工业出版社,2011
简介: 《游戏编程入门(原书第3版)》从基本的windows编程开始,为游戏编程入门者介绍了使用directx在windows下编写游戏所需的基础知识。读者将学习到把思想转化为现实所需的技术,比如2d、3d图形的绘制、背景卷动、处理游戏输入、音效、碰撞检测等。 《游戏编程入门(原书第3版)》语言简练,适合有志于进入游戏编程世界且有一定c++编程基础的初学者阅读,也适合作为社会培训机构的培训教材。 《游戏编程入门(原书第3版)》向初出茅庐的游戏开发人员展示了将游戏思想从概念转变为现实的方法。《游戏编程入门(原书第3版)》涵盖了使用directx编写代码创建2d和3d游戏所需的所有技能,而读者只需基本掌握c++语言即可学会。游戏的每个元素都按部就班地在书中讲授——从学习如何创建简单的windows程序,到使用关键的directx组件来渲染2d和3d,再到给游戏添加声音。通过学习本书讲授的技能,读者可以开发出属于自己的用于构建将来的游戏项目的游戏库。《游戏编程入门(原书第3版)》在每章结束时新增了测验题和项目以便帮助读者实践新学到的技能!《游戏编程入门(原书第3版)》最后部分通过创建一个完整的、全功能的游戏来实践所介绍的新技能。
出版社:中国对外翻译出版公司,2007
简介:“This Fox is a tricky fox. He'll try to get your tongue in trouble.” (这是一只狡猾的狐狸,他会让给你的舌头带来麻烦。)苏斯博士一开始就提醒读者,只有勇敢的人才能和穿袜子的狐狸一起阅读这个故事。这只狐狸喜欢和他的朋友诺克斯先生玩绕口令游戏。 翻开第一页,苏斯博士提醒大家“慢慢来,这本书很危险!”可是一本书有什么危险的呢? 穿袜子的狐狸的那些绕口令可真是难坏了诺克斯先生: "Here's an easy game to play. Here's an easy thing to say.... New socks. Two socks. Whose socks? Sue's socks." 但是狐狸先生说什么也不肯轻易放过诺克斯先生,绕口令一个比一个长,一个比一个难。 Goo-Goose is choosing to chew chewy gluey blue goo, …… …tweetle beetles battle with paddles in a puddle 诺克斯先生被激怒了: "I can't blab such blibber blubber! My tongue isn't made of rubber." 最后,可爱的诺克斯先生不知不觉已经可以将绕口令说到炉火纯青的地步了。 故事讲完了,你的舌?什么感觉?麻了吧? 尽管亚马逊网上书店建议此书适合4-8岁的孩子阅读,但在实际生活中,很多父母在孩子只有几个月的时候就开始给孩子读苏斯的作品,他们的孩子听到这些故事会欢笑。事实证明,很小的孩子也能接受苏斯博士的故事,他们会爱上苏斯。不知不觉中,他们会记住其中的很多句子,就像《穿袜子的狐狸》中的诺克斯先生一样。苏斯博士的作品会激发孩子一生阅读的热情。每个孩子的成长中都应该读一读苏斯博士的作品。 这本书一定要大声读给孩子听,读的结果肯定是你和孩子一起欢笑,要是孩子看到你读得舌头都麻了,他们会展现给你一个怎样的笑脸呢?还有什么东西比孩子的笑容更美好! 这是一本有趣的书,凭借此书,穿袜子的狐狸成为了苏斯博士创造的经典形象之一。 这是一个有趣的游戏,这些琅琅上口的苏斯式韵文,让孩子在游戏中开始语言学习。从"Fox in socks" 读到最后的 "tweedle beetle puddle muddle fuddle duddle...",这个过程无论对大人还是对孩子都将充满欢乐和挑战。
简介:Summary: Publisher Summary 1 Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation. * Learn how to create and program real-time 3D character animation using the Visual C++ source code on the free CD-ROM * Get up to speed with compression, vital for distribution of your games across the Internet * Improve your most marketable skills - see how you can import data from LightWave 3D and 3D Studio Max Publisher Summary 2 Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation. * Learn how to create and program real-time 3D character animation using the Visual C++ source code on the free CD-ROM * Get up to speed with compression, vital for distribution of your games across the Internet * Improve your most marketable skills - see how you can import data from LightWave 3D and 3D Studio Max
UnrealScript game programming all in one /
光盘作者: John P. Flynt, Chris Caviness.
简介:Summary: Publisher Summary 1 This beginners' guide provides instructions for creating a development environment for UnrealScript, explains basic object-oriented programming concepts, and introduces UnrealScript syntax. The authors walk through DOS scripts, primitive data types, operators, built-in functions, strings, control statements, arrays, enumerations, classes, objects, and associations. The CD-ROM contains script files. Annotation 漏2006 Book News, Inc., Portland, OR (booknews.com) Publisher Summary 2 UnrealScript Game Programming All in One provides you with an introduction to the basics of UnrealScript, an essential part of the Unreal Tournament game engine. This game engine has been used to develop some of the most popular, most praised games in existence today. If you are new to programming and want to begin with a language that puts you in a position to immediately work with a game, then UnrealScript is ideal. Written to help you develop the fundamental programming skills you need to immediately begin working with modifications to Unreal Tournament, this book offers approximately 70 starter programs designed as beginner-level workarounds to the Unreal Tournament class hierarchy. Get ready to jump into this easy-to-follow guide to programming, UnrealScript, and Unreal Tournament! Publisher Summary 3 "UnrealScript Game Programming" focuses on providing professionals, students, and hobbyists with a solid grounding in the features and development tasks characteristic of UnrealScript. A comprehensive guide to the features of programming a game, it begins with basic language features and how to set up a primary computing environment for programming and progresses through the construction of a complete, fully function game in Unreal Tournament. "UnrealScript Game Programming" gives readers a welcome alternative to the spotty, incomplete, and inconsistent treatments of basic programming and basic programming features that characterize all other sources of information about UnrealScript.
作者: 翁子扬主编
出版社:湖南大学出版社,2010
简介: 本书从游戏概述与发展入手,分析了经典游戏造型各方面的成因及影 响,并结合国内外典型的设计实例对游戏角色的制作流程进行逐步、细致 的讲解。全书内容由浅入深,从基础知识出发,加入扩展阅读及训练,加 深学生对游戏角色设计的认识。 可作为本科及高职高专动漫与数字媒体专业教材,亦可供从事游戏角 色设计的专业人员和爱好者参考。
Designing and managing the supply chain : concepts, strategies, and case studies / 2nd ed.
光盘作者: David Simchi-Levi, Philip Kaminsky, Edith Simchi-Levi.
简介:Supply chain management, both in industry and in academia, has grown rapidly over the past several years mainly due to an increase in corporate goals of reducing manufacturing costs and the savings that come from planning and managing the supply chain effectively. Most textbooks do not include models and decision support systems robust enough for industry. Designing and Managing the Supply Chain: Concepts, Strategies, and Cases, 2/e by Simchi-Levy, Kaminsky and Simchi-Levi discusses the problems, models and concepts derived from issues related to effective supply chain management. This text is suitable for both academic study and practicing professionals. While many core supply chain management issues are interrelated, the authors have tried to make each chapter as self-contained as possible so that the reader can refer directly to chapters covering topics of interest. Each chapter utilizes case studies and numerous examples. Mathematical and technical sections can be skipped without loss of continuity. The accompanying CD-ROM also provides two simulations, the Computerized Beer Game and the Risk Pool Game and a computerized tool, new to this edition, for developing and executing supply chain contracts. These packages help illustrate many of the concepts discussed.
Beginning Java 5 game programming
光盘作者: (美)Jonathan S. Harbour著;李强,李振,苏南译
出版社:机械工业出版社,2007
简介:本书系统介绍用Java进行游戏开发的技术与过程。通过一个逐步扩展和丰富的游戏实例Galactic War来主导学习过程,从而覆盖游戏开发的方方面面。 本书集趣味性、直观性、可操作性于一体,适合作为游戏编程初学者的参考书。 如果你对开发休闲游戏市场的游戏感兴趣,那么准备好开始吧。这本针对初学者的指南,通过让你创建一款具备漂亮的美术效果和复杂细节的游戏,来一路提高游戏开发的水平。 本书不是一本Java编程语言的入门指南,而是使用Java进行游戏编程的一本入门图书。从创建简单Java程序和编写图形代码的基础,到使用Java高级2D库和添加声音效果与音乐,本书一步一步地讲解将能够帮助你获得开发专业品质的、基于精灵的游戏所需的所有技能。
作者: 彭博(Kane-Peng)编著
出版社:华南理工大学出版社,2004
简介:本书在吸收国内外游戏编程新技术的基础上,结合作者多年编程的经验和体会,由浅入深地介绍了游戏制作所必需的C++语言、Windows编程、DirectDraw编程、内嵌汇编、DirectXAu—dio、DirectX Graphics、DirectInput、Winsock等基础知识。阐述了各种高级游戏编程技巧和常用数据结构与算法等知识。另外,为方便读者更好地理解本书的内容和节省编程时间,本书还提供了供读者参考的游戏实例。最后一章提供了一个具有类似DOOM3画质游戏DEMO的源码及分析(见配书光盘)。本书语言简明扼要,通俗易懂,内容新颖、充实、叙述深入浅出,例子生动、应用性强,读者阅后必能编出自己所喜爱的游戏。 本书适合有一定编程基础的大中学生、游戏爱好者、游戏编程人员及其他读者阅读。
作者: 李瑞森主编
出版社:人民邮电出版社,2013
简介: 本书是一本以实例制作为主的专业三维游戏景制作教程,并且以提高实战能力为主旨,帮助读者迅速入门游戏美术制作领域,为日后成为游戏美术设计之路奠定基础。 本书在内容上分为概论、基础知识讲解和实例讲解。概论部分主要讲解游戏图像技术和游戏美术技术的发展,同时带领读者了解一线游戏制作公司的基本架构和通用的游戏制作流程;基础知识讲解主要针对3d Max软件在游戏美术制作当中用到的基础命令和技巧进行讲解;实例部分通过具体的游戏景实例来讲解游戏场景道具模型、游戏场景单体建筑模型、游戏场景复合建筑模型、游戏室内场景的具体制作流程和方法。 本书可作为各级院校游戏专业教材,可以帮助对于游戏美术制作有兴趣的读者入门游戏美术制作,对于有一定3ds Max软件使用基础的在校学生和游戏制作技术人员也能起深入引导和提升的作用。
出版社:人民邮电出版社,2004
简介: 《游戏编程精粹1》是由40多位国外游戏开发行业最为优秀的程序员撰稿的技术文集。每篇文章都针对游戏编程中的某个特定问题,不仅提供了解决思路,还给出了能立即应用到代码中的算法和源码。全书分为通用编程技术、数学技巧、人工智能、多边形技术和像素特效五章;附录部分提供了两个非常有用的工具库,矩阵工具库和文本工具库;随书附带光盘中包含有全书所有的源程序、演示程序、附录中的两个工具库以及glSetup和GLUT等开发工具。 《游戏编程精粹1》适合游戏开发专业人员阅读。专家级开发人员可以立刻应用书中介绍的技巧,而初中级程序员通过阅读《游戏编程精粹1》将增强其技能和知识。《游戏编程精粹1》是游戏程序员必备的参考资料。
简介:Antitrust policy in the United States and Europe relies increasingly on economic analysis. Economic theory and empirical analysis play a central role in antitrust decisions in the courts and in the formulation and enforcement of policy. Antitrust cases are argued using sophisticated economic thinking; both plaintiffs and defendants in U.S. v. Microsoft, for example, made extensive use of game theory, the economics of information, and transaction cost economics in their arguments. In this CESifo volume, specialists from the United States and the European Union examine conceptual and empirical issues involved in antitrust policy in light of recent developments in the field.The first three chapters address theoretical issues that have been important in recent antitrust actions: durable goods markets, two-sided markets and platform competition, and tying arrangements. Contributors then take up empirical concerns, discussing such topics as bundling and tying as seen in the market for cold and pain-relief medicine; the political aspects of merger control; and market definition and differentiated products in the car and soft drink markets. Contributors also address antitrust and regulatory issues in markets with imperfect information, examining comparative advertising and incentives for information disclosure. The final chapter treats the ownership structure of cable television networks and its effect on competition in the local access market. The importance of economic analysis in antitrust policy makes this overview of recent theoretical and empirical developments essential reading for academics and policymakers.Contributors:Mark Armstrong, Francesca Barigozzi, Randy Brenkers, Duarte Brito, Jay Pil Choi, David S. Evans, Vivek Ghosal, Jos Jansen, Franco Mariuzzo, Martin Peitz, Pedro Pereira, Michael Salinger, Frank Verboven, Michael Waldman, Patrick Paul Walsh, Ciara Whelan
Level design for game creating compelling game experience
光盘出版社:机械工业出版社,2007
简介: 本书详细介绍关卡策划在整个游戏中的作用,主要内容包括;怎样制作一个游戏、定义游戏、关卡的挑战性、关卡创意、设计关卡、模板和改进关卡等。还全面讲述了多种游戏类型的开发过程。. 本书语言生动、结构清晰、内容全面、编写严谨。可作为游戏策划人员及游戏爱好者的参考书。 《半条命》作者倾心写就 暴雪总裁等业内专家强力推荐 盛大公司专业团队翻译 一起来创造引人入胜的游戏体验吧!.. 任何精彩游戏的核心部分都是专业级设计的关卡,它们是定义游戏玩法的场所和舞台。本书是关卡设计的权威指南,它既适合游戏开发的爱好者,也适合行业内的专家,为读者提供了进行实践的方法以及最佳实践技巧和建议。 本书附带了很多截图、图表以及来自真正产品的示例,还提供了构建专业级关卡所需要的全部工具,包括关卡故事、描述、图表和模板。每一章配有练习题帮助读者实践所学的内容。附带光盘里有虚幻编辑器的演示版本,读者可以用它进行动手实践。... 本书被选为2008年北京自考教材,课程代号:05720,课程名称:游戏文化与心理学。


































