With this practical, applied approach to learning programming readers can easily grasp foundational programming concepts by solving practical, relevant problems in a game development context. The foundational technical content, such as data types, variables, functions, and arrays, are covered from this unique problem-solving approach. Readers will use techniques like pseudocode and process mapping to formulate a solution without the need to type anything into a computer. They will then convert the solution into executable code. This allows readers to exercise the problem-solving process…mehr
With this practical, applied approach to learning programming readers can easily grasp foundational programming concepts by solving practical, relevant problems in a game development context. The foundational technical content, such as data types, variables, functions, and arrays, are covered from this unique problem-solving approach. Readers will use techniques like pseudocode and process mapping to formulate a solution without the need to type anything into a computer. They will then convert the solution into executable code. This allows readers to exercise the problem-solving process distinctly from the syntax and technical issues associated with programming on a computer.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
John M. Quick is an expert in the strategic enhancement of motivation, learning, and performance. He collaborates with industry and university clients to strategically solve the greatest challenges in motivation, learning, and performance. John earned a PhD in Educational Technology at Arizona State University, where he researched enjoyment and individual differences in games. He created the Gameplay Enjoyment Model (GEM) and Gaming Goal Orientations (GGO) model to guide the design of effective game-based solutions. John has released more than 15 digital games. His games focus on innovative topics, such as learner engagement, employee performance improvement, and cutting-edge interfaces. John has over 5 years of classroom experience at the higher education level. He has instructed courses on computer literacy, game design, and programming at Michigan State University (East Lansing), Arizona State University (Tempe), and DigiPen Institute of Technology Singapore.
Inhaltsangabe
Our Hero Is Stuck! Characters and Characteristics. The Bounds of the World. Sprinting and Sneaking. Collectables. Spawning Objects. Taking Inventory. A Party of Heroes. Generating a Tile Map. Spawning Objects on a Tile Map. Level Generation. Game State Management. Gameplay. Appendices.
Our Hero Is Stuck! Characters and Characteristics. The Bounds of the World. Sprinting and Sneaking. Collectables. Spawning Objects. Taking Inventory. A Party of Heroes. Generating a Tile Map. Spawning Objects on a Tile Map. Level Generation. Game State Management. Gameplay. Appendices.
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