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  1. € 23,45 € 22,12 Excl.
  2. € 37,95 € 35,80 Excl.
  3. € 46,90 € 44,25 Excl.
    Over 80 practical recipes for creating stunning graphics and effects with the fascinating Away3D engine Invaluable tips and techniques to take your Away 3D applications to the top Reveals the secrets of cleaning your scene from z-sorting artifacts without killing your CPU Get 2D objects into the 3D world by learning to work with TextField3D and extracting graphics from vector graphics Learn essential topics like collision detection, elevation reading, terrain generation, skyboxes, and much more Gain an exclusive and practical introduction to Molehill, the next generation of 3D APIs for the Flash platform - by creating a rotating sphere from scratch. Part of Packt's Cookbook series: each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible In Detail Three dimensions are better than two—and it's not a secret anymore that 3D is here to stay. Gone are the days when Flash was just used for 2D animations. In the last few years online Flash content has undergone a revolution with the introduction of real-time 3D engines for Flash. Away3D is the big daddy of them all—which makes it the ultimate resource for top-rated 3D content development and for powering today's coolest games and Flash sites. Away 3D 3.6 Cookbook is your answer to learning all you need to take your Flash or Away3D skills to the next level— and having fun doing it. This book is your practical companion that will teach you more than just the essentials of Away3D, and will provide you with all the tools and techniques you need to create a stunning 3D experience. You will find recipes targeting every possible field related to Away3D, 3D development pipelines, and best practices in general. You will find practically relevant content exploring advanced topics, which will clear your way to developing cutting edge applications—not to mention saving hours of searching for help on the internet. The recipes in this book will teach you diverse aspects of 3D application development with Away3D. They will guide you through essential aspects like creation of assets in external programs and their integration into Away3D, working with material, animation, interactivity, special effects, and much more. Each topic is packed with recipes targeting different levels of complexity so that even experienced Away3D developers will find a lot of useful and unique information. By the time you are done with this book, you'll be creating your own awesome Away 3D applications and games in less time than you can say "design". What you will learn from this book Learn how to prepare and get into Away3D external models of diverse formats (DAE, MD2, 3DS, Obj) Manage your assets by loading 3D models right from the database via AMF binary stream or compressing them into SWF resource containers Have fun with special effects such as geometry explosions, 3D clouds, and sound visualization Rig characters in 3DsMax and learn how to control it in Away3D Animate with Tween engines and Away3D generic tools Dive into 3D math by learning advanced interactivity concepts like virtual trackball, moving objects in 3D space based on mouse input, and how to create a fully interactive vehicle Transform 2D objects into the 3D world by learning to work with TextField3D and extracting graphics from vector graphics Optimize your application implementing such techniques as depth of rendering, selective rendering, LOD Objects, and the low poly modeling approach Explore Prefab, and see how it helps to speed up the development process Get to know essential 3D terminology , such as normal maps, light maps, texture baking, and UV Mapping and how to create these assets Discover the secrets of cleaning your scene from z-sorting artifacts without killing your CPU Integrate external libraries like JigLibFlash, FLINT, BOX2DFlash, FLARToolkit, and more Get introduced to Away3DLite- lightest and fastest Away3D junior brother on the market Skin your geometry with PixelBender shaded materials and learn how to set a video from Adobe FMS as a source for Away3D VideoMaterial Manipulate Away3D cameras and learn how to set up first- and third-person controllers, get introduced to advanced camera transformations, and discover the power of Quaternions Learn what BSP trees really are and how to use them for creating complex geometry indoor scenes with a minimal impact on performance Approach The book consists of recipes, each of which delivers a detailed solution to a specific problem scoped inside a broader topic of the chapter. Each recipe contains a detailed guide of what you need to set up for the solution to work, the full example code, rendered images, and step-by-step explanations so that you will be able to fully understand the mechanics of the program. Many recipes don't stop at giving only one solution to the problem but also suggest alternative or more advanced approaches to the same problem giving you much a broader set of options in your development process. Who this book is written for The book is written for experienced Flash developers who want to work with the Away3D engine as well as for those who are already acquainted with the engine but wish to take their skills to the next level. Basic knowledge of Away3D and familiarity with ActionScript 3.0 and OOP concepts is assumed.
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    Create amazing and realistic physics-based Flash games using Box2D


    • Design blockbuster physics game and handle every kind of collision
    • Build and destroy levels piece by piece
    • Create vehicles and bring them to life with motors

    In Detail

    Physics games are getting more and more popular, and Box2D is the best choice if you are looking for a free, stable and robust library to handle physics. With Box2D you can create every kind of 2D physics game, only coding is not the fun part, but the game itself.

    "Box2D for Flash Games" will guide you through the process of making a Flash physics game starting from the bare bones and taking you by hand through complex features such as forces, joints and motors. As you are learning, your game will have more and more features, like the physics games you are used to playing.

    The book analyzes two of the most played physics games, and breaks them down to allow readers to build them from scratch in a step-by-step approach.

    By the end of the book, you will learn how to create basic primitive bodies as well as complex, compound bodies. Motors will give life to cars, catapults and siege machines firing bullets, while a complete collision management will make your game look even more realistic.

    If you want to make full Flash games with physics, then Box2D for Flash Games will guide you through the entire process of making a Flash physics game.

    What you will learn from this book

    • Create a physics world with gravity
    • Manage materials assigning physics properties
    • Interact with physics bodies using mouse or keyboard
    • Build vehicles with joints and motors
    • Handle every kind of collision
    • Add forces and impulses to bodies
    • Turn your graphic assets into physics bodies
    • Fire bullets and destroy bodies


    This book is a step by step guide to create games with Box2D explained in a simple and friendly way.

    Who this book is written for

    Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don’t have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!

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    Create your own computer game with this 3D rendering and game development framework The first and only guide to building a finished game using Panda3D Learn about tasks that can be used to handle changes over time Respond to events like keyboard key presses, mouse clicks, and more Take advantage of Panda3D's built-in shaders and filters to decorate objects with gloss, glow, and bump effects Follow a step-by-step, tutorial-focused process that matches the development process of the game with plenty of screenshots and thoroughly explained code for easy pick up In Detail Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. It includes graphics, audio, I/O, collision detection, and other abilities relevant to the creation of 3D games. Also, Panda3D is Open Source and free for any purpose, including commercial ventures. This book will enable you to create finished, marketable computer games using Panda3D and other entirely open-source tools and then sell those games without paying a cent for licensing. Panda3D 1.6 Game Engine Beginner's Guide follows a logical progression from a zero start through the game development process all the way to a finished, packaged installer. Packed with examples and detailed tutorials in every section, it teaches the reader through first-hand experience. These tutorials are followed by explanations that describe what happened in the tutorial and why. You will start by setting up a workspace, and then move on to the basics of starting up Panda3D. From there, you will begin adding objects like a level and a character to the world inside Panda3D. Then the book will teach you to put the game's player in control by adding change over time and response to user input. Then you will learn how to make it possible for objects in the world to interact with each other by using collision detection and beautify your game with Panda3D's built-in filters, shaders, and texturing. Finally, you will add an interface, audio, and package it all up for the customer. This is a simple but detailed guide to using Panda3D, which will take you from a blank text file all the way through the Python programming process to a finished game with a single level, including such topics as handling tasks over time, event handling and response, collision set up and detection, audio, and more. What you will learn from this book Create and use tasks Respond to and handle events Implement texturing with built-in shaders Exercise collision detection Implement a graphical user interface Utilize the Panda3D animation system Master the power and purpose of intervals Add audio and use the OpenAL library Understand garbage collection Package the game into an installer Use Spacescape and explosion texture generator to create certain art assets Approach This book is a step-by-step, tutorial-driven guide to game or application development using Panda3D that follows the process used in professional development. You will learn through first-hand experience how a Panda3D developer goes from literally nothing to a finished product. Along the way there are illustrations to explain difficult topics and to display the results of progress, as well as a complete archive of thoroughly explained code for every tutorial. Every single code file the reader saves is mirrored in the example code, finished and explained. In addition, every art and audio asset required by the tutorials is provided, so the user need not provide any assets of their own. Who this book is written for If you are an independent developer interested in creating your own video games or other 3D applications using Panda3D for personal or commercial distribution at minimal expense, this book is definitely for you. A basic understanding of general programming, such as familiarity with the concept of a variable, is necessary. Some familiarity with object-oriented programming and the Python language is expected, but not essential. This book does not cover the creation of three dimensional models or similar art assets, nor does it cover the creation of two dimensional art assets or audio assets.
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    Develop high performance, fun iOS games using Unity 3D
    Learn key strategies and follow practical guidelines for creating Unity 3D games for iOS devices.
    Learn how to plan your game levels to optimize performance on iOS devices using advanced game concepts.
    Full of tips, scripts, shaders, and complete Unity 3D projects to guide you through game creation on iOS from start to finish.
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  50. € 37,45 € 35,33 Excl.
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