Designing Adaptive Virtual Worlds
by Ning Gu, Mary Lou Maher
Publisher: Walter de Gruyter & Co. 2014
Number of pages: 144
Designing adaptive virtual worlds takes the design of virtual places for education, entertainment, online communities, business, and cultural activities to a new level. This book presents an agent model for a design grammar so that unique places can be created responding to the changing needs in the virtual world. Applying these techniques has immediate implications on the design of games.
Home page url
Download or read it online for free here:
(multiple PDF files)
by Chris Crawford - Osborne/McGraw-Hill
One of the pioneer works seriously about video game. It explains what is a game, why people play games, and how to design a game. The author describes in detail what goes into the game design including many examples from his own experience.
by Diana Gruber - Coriolis Group Books
The art and science of creating side scroller games is documented quite thoroughly in this book. If you can look past some obvious anachronisms, you will find that this old book still contains a lot of useful information.
by Antonio Hernandez Bejarano - GitBook
This online book will introduce the main concepts required to write a 3D game using the LWJGL 3 library. LWJGL is a Java library that provides access to native APIs used in the development of graphics, audio and parallel computing applications.
by Michael Abrash - Coriolis Group Books
A book for game developers and serious assembly language programmers. It explores the technology behind the popular Doom and Quake 3-D games, and explains optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, etc.