Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010297602 | QA76.9.C65 B33 2012 | Open Access Book | Book | Searching... |
On Order
Summary
Summary
The first computer simulation book for anyone designing or building a game
Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations.
The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded.
Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. TheGuide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.
Author Notes
Katrin Becker , PhD, is an adjunct professor at Simon Fraser University in British Columbia. She designed one of the first digital game-based learning courses and has won awards for commercial game design.
J. R. Parker , PhD, is a professor at the University of Calgary and a multimedia and game expert. He authored Algorithms for Image Processing and Computer Vision , also published by Wiley.
Table of Contents
Part I foundations |
1 Introduction |
2 What is evo-devo? |
3 Development, cells and molecules |
4 Natural populations |
Part II Developmental Repatterning |
5 Mutation and developmental repatterning |
6 Heterochrony |
7 Heterotopy |
8 Heterometry |
9 Heterotypy |
10 The integrative nature of repatterning |
11 Mapping repatterning to trees |
Part III the Direction of Evolution |
12 Adaptation, coadaptation and exaptation |
13 Developmental constraint and bias |
14 Developmental genes and evolution |
15 Gene co-option as an evolutionary mechanism |
16 Developmental plasticity and evolution |
17 The origin of species, novelties and body plans |
18 The evolution of complexity |
Part IV Conclusions |
19 Key concepts and connections |
20 Prospect |