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Three frameworks (function, object-oriented, and patterned) are presented, contrasted, and fully described through design documents.","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50328526651665,"sku":"CIN1592001556G","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ WELL_READ \/ SBYB","offer_id":50384623239441,"sku":"CIN1592001556A","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":50879456051473,"sku":"CIN1592001556VG","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1592001556.jpg?v=1751182297"},{"product_id":"beginning-pre-calculus-for-game-developers-book-john-flynt-phd-9781598632910","title":"Beginning Pre-Calculus for Game Developers","description":"Successful game programming requires at least a rudimentary understanding of central math topics. While most books neglect the point-by-point details that are necessary to truly hone these skills, Beginning Pre-Calculus for Game Developers tackles each task head on, using easy-to-understand, hands-on exercises. You will conquer the basics of these essential math topics and will then learn how to specifically apply each skill to the field of game programming. Whether you are searching for an entertaining, engaging way to improve your math skills or you wish to develop the background skills necessary to boost your game programming, Beginning Pre-Calculus for Game Developers serves as the step-by-step guide that will help you tackle pre-calculus with confidence.","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50384271311121,"sku":"CIN1598632914G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1598632914.jpg?v=1751213992"},{"product_id":"unreal-tournament-game-programming-for-teens-book-john-flynt-phd-9781598633467","title":"Unreal Tournament Game Programming for Teens","description":"Unreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament. It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor. You'll begin with programming basics and will then quickly progress to creating elementary events and games within the modification framework provided by Unreal Tournament. This book does not involve actual game play with Unreal Tournament, but rather focuses on how to derive classes from the classes in the Unreal Tournament class hierarchy, how to use features of the Unreal Level Editor, and how to work with the syntax of UnrealScript. Using the skills you develop as you work through the book, you can begin exploring how to program a number of events characteristic of Unreal Tournament.","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50394277642513,"sku":"CIN1598633465G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1598633465.jpg?v=1751088162"},{"product_id":"in-the-mind-of-a-game-book-john-flynt-phd-9781592009374","title":"In the Mind of A Game","description":"Those who write critically about games, develop proposals for games, or provide marketing and other promotional material for games need an encyclopedia from which to draw ideas and starting points for expanding themes. Across the web and in thousands of periodicals, a critical discourse relating to games has been growing. This discourse differs from the evaluative discourse still common on many web sites that feature technical ratings of games. Such ratings are based on a narrow set of standard technical categories that serve well to profile new games in purely technical terms, but such discourse has changed extensively as games are creating audiences that consist of large player communities that lack the technical orientation of the first generation of dedicated game players and instead possess a broader, more demanding view of games as media of cultural discourse. This is especially true of the world-creation or Sims games. The current trend reveals that game culture is analogous to film culture, which allows millions of people to participate in it without having, at the same time, a deep technical grounding.  The newer approach is characterized by a knowledge of game themes and play characteristics combined with a deep, non-technical appreciation of the artistic aspects of both game creation and game play. 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