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Añadir al carritoSoft cover. Condición: Good. Covers have edge wear and rubbing along with some creases to the corners and a small tear at the top of the spine. Page edges have some smudges and slight wrinkling from page turning.
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Añadir al carritoPaperback. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
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Librería: California Books, Miami, FL, Estados Unidos de America
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Idioma: Inglés
Publicado por Taylor & Francis Group, 2019
ISBN 10: 1138595306 ISBN 13: 9781138595309
Librería: Majestic Books, Hounslow, Reino Unido
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Idioma: Inglés
Publicado por Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Majestic Books, Hounslow, Reino Unido
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Añadir al carritoPaperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.
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Idioma: Inglés
Publicado por Taylor & Francis Group, 2019
ISBN 10: 1138595306 ISBN 13: 9781138595309
Librería: Books Puddle, New York, NY, Estados Unidos de America
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Publicado por Taylor & Francis Group, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Books Puddle, New York, NY, Estados Unidos de America
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Añadir al carritoPaperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.
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Idioma: Inglés
Publicado por Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America
EUR 93,37
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Añadir al carritoPaperback. Condición: 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.
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Librería: College Campus, Sturgeon Lake, MN, Estados Unidos de America
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Añadir al carritoCondición: Good. Used Item. Does not include New Access Codes , Cd's or one time use items that come when New. This item is Used.
Idioma: Inglés
Publicado por Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
EUR 101,66
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Añadir al carritoPaperback. Condición: 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.
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Añadir al carritohardcover. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
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Añadir al carritoPaperback. Condición: Brand New. 2nd new edition. 384 pages. 9.00x6.00x1.00 inches. In Stock.
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Añadir al carritoPaperback. Condición: Brand New. 320 pages. 9.25x6.25x0.50 inches. In Stock.
EUR 63,10
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Añadir al carritoTaschenbuch. Condición: Neu. Procedural Storytelling in Game Design | Tanya X. Short (u. a.) | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2019 | A K Peters/CRC Press | EAN 9781138595309 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Idioma: Inglés
Publicado por Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America
EUR 95,42
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Añadir al carritoPaperback. Condición: 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.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 165,92
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por Taylor and Francis Inc, US, 2017
ISBN 10: 1498799191 ISBN 13: 9781498799195
Librería: Rarewaves.com UK, London, Reino Unido
EUR 95,09
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Añadir al carritoPaperback. Condición: 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.