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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Books From California, Simi Valley, CA, U.S.A.
paperback. Condition: Fine.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: California Books, Miami, FL, U.S.A.
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Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
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Published by Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Majestic Books, Hounslow, United Kingdom
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Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Grand Eagle Retail, Mason, OH, U.S.A.
Paperback. Condition: new. Paperback. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Shorts and Tarn Adams Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Published by Taylor & Francis Inc, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
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Add to basketPaperback / softback. Condition: New. New copy - Usually dispatched within 4 working days. 580.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Published by Taylor & Francis Inc, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
First Edition
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Add to basketCondition: New. Editor(s): Adams, Tarn. Num Pages: 346 pages, 20 black & white illustrations, 87 black & white halftones. BIC Classification: UGN. Category: (G) General (US: Trade); (U) Tertiary Education (US: College). Dimension: 235 x 156. . . 2017. 1st Edition. Paperback. . . . .
Published by Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Rarewaves USA, OSWEGO, IL, U.S.A.
Paperback. Condition: New. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders' experiences and lessons from award-winning games World's finest guide for how to begin thinking about procedural design.
Published by Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
US$ 108.85
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Add to basketPaperback. Condition: New. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders' experiences and lessons from award-winning games World's finest guide for how to begin thinking about procedural design.
Published by Taylor & Francis Inc, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Kennys Bookstore, Olney, MD, U.S.A.
Condition: New. Editor(s): Adams, Tarn. Num Pages: 346 pages, 20 black & white illustrations, 87 black & white halftones. BIC Classification: UGN. Category: (G) General (US: Trade); (U) Tertiary Education (US: College). Dimension: 235 x 156. . . 2017. 1st Edition. Paperback. . . . . Books ship from the US and Ireland.
Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: AussieBookSeller, Truganina, VIC, Australia
US$ 100.40
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Add to basketPaperback. Condition: new. Paperback. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Shorts and Tarn Adams Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Add to basketBuch. Condition: New. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development thus facilitating cost reductio.
Published by Taylor & Francis Inc, Portland, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: CitiRetail, Stevenage, United Kingdom
US$ 95.95
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Add to basketPaperback. Condition: new. Paperback. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Shorts and Tarn Adams Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders experiences and lessons from award-winning games Worlds finest guide for how to begin thinking about procedural design Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Add to basketPaperback. Condition: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.
Published by Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Rarewaves USA United, OSWEGO, IL, U.S.A.
US$ 115.22
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Add to basketPaperback. Condition: New. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders' experiences and lessons from award-winning games World's finest guide for how to begin thinking about procedural design.
Published by Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Language: English
Seller: Rarewaves.com UK, London, United Kingdom
US$ 104.97
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Add to basketPaperback. Condition: New. Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short's and Tarn Adams' Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders' experiences and lessons from award-winning games World's finest guide for how to begin thinking about procedural design.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: Majestic Books, Hounslow, United Kingdom
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Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. 1st edition NO-PA16APR2015-KAP.
Published by Taylor & Francis Ltd, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
US$ 220.62
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Add to basketHardback. Condition: New. New copy - Usually dispatched within 4 working days. 645.
Published by A K Peters/CRC Press, 2017
ISBN 10: 1138743313 ISBN 13: 9781138743311
Language: English
Seller: Biblios, Frankfurt am main, HESSE, Germany
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Published by Continental Academy Press, London
Seller: Continental Academy Press, London, SELEC, United Kingdom
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Add to basketSoftcover. Condition: New. Dust Jacket Condition: no dj. First. Procedural generation, a rapidly evolving field, holds the key to unlocking the potential of video game design. Procedural Generation in Video Game Design provides a comprehensive guide to harnessing the power of algorithms and mathematical models to create dynamic, immersive, and engaging game worlds. By leveraging advanced data analysis techniques and machine learning algorithms, readers can gain a competitive edge in game design, development, and optimization. This book offers a nuanced understanding of the complex interplay between procedural generation, game design, and player experience. Through a series of case studies and real-world examples, readers will learn how to extract valuable insights from large datasets, identify emerging trends, and make data-driven decisions to inform their game designs. By mastering the art of procedural generation, developers can create innovative, engaging, and dynamic game worlds that captivate players and leave a lasting impression. Publication Year: 2025. SHIPPING TERMS - Depending on your location we may ship your book from the following locations: France, United Kingdom, India, Australia, Canada or the USA. This item is printed on demand.