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dc.contributor.editorSobota, Branislav
dc.date.accessioned2023-02-15T14:37:57Z
dc.date.available2023-02-15T14:37:57Z
dc.date.issued2022
dc.identifierONIX_20230215_9781803555652_95
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/97055
dc.description.abstractComputer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games.
dc.languageEnglish
dc.subject.classificationbic Book Industry Communication::U Computing & information technology::UG Graphical & digital media applications::UGG Computer games design
dc.subject.otherGraphical & digital media applications
dc.titleComputer Game Development
dc.typebook
oapen.identifier.doi10.5772/intechopen.97983
oapen.relation.isPublishedBy78a36484-2c0c-47cb-ad67-2b9f5cd4a8f6
oapen.relation.isbn9781803555652
oapen.relation.isbn9781803555645
oapen.relation.isbn9781803555669
oapen.imprintIntechOpen
oapen.pages180


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