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1000 tulosta hakusanalla Rodney Allen

Event-Database Architecture for Computer Games
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.
Event-Database Architecture for Computer Games

Event-Database Architecture for Computer Games

Rodney Quaye

TAYLOR FRANCIS LTD
2025
nidottu
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern Computer Games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.This volume begins by describing the formal definition of software production processes in general and the production process of Computer Games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller’s Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller’s Tales, and Everywhere for Build A Rocket Boy.
Event-Database Architecture for Computer Games

Event-Database Architecture for Computer Games

Rodney Quaye

TAYLOR FRANCIS LTD
2025
nidottu
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. In this volume, an example of a practical production process based on the software production process is explained, including examples of the game design, technical design, data design and tools design in that process.This volume includes a brief overview on how to optimise the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimisation. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in management roles such as Technical Directors and Game Producers and technical roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios, including Sumo Digital, nDreams, Supermassive Games, Traveller’s Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller’s Tales and Everywhere for Build A Rocket Boy.
Event-Database Architecture for Computer Games
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design.The first volume begins by describing the formal definition of software production processes in general, and the production process of computer games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process, and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.The second volume includes a brief overview on how to optimize the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimization. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.
Event-Database Architecture for Computer Games

Event-Database Architecture for Computer Games

Rodney Quaye

TAYLOR FRANCIS LTD
2025
sidottu
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern Computer Games with little or no game design. An archetypal software production process, based on this architecture, is also introduced.This volume begins by describing the formal definition of software production processes in general and the production process of Computer Games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process.This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller’s Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller’s Tales, and Everywhere for Build A Rocket Boy.
Event-Database Architecture for Computer Games

Event-Database Architecture for Computer Games

Rodney Quaye

TAYLOR FRANCIS LTD
2025
sidottu
Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern computer games with little or no game design. In this volume, an example of a practical production process based on the software production process is explained, including examples of the game design, technical design, data design and tools design in that process.This volume includes a brief overview on how to optimise the results. This leads on to an exploration of how staff, especially Software Engineers, typically view optimisation. It also explains how the vision of the Engineers relates to the vision of the leadership of a project or company. It describes how this leadership can also affect the efficacy of a production process, including the Event-Database Production Process.This book will be of great interest to professional game developers involved in management roles such as Technical Directors and Game Producers and technical roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming.Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios, including Sumo Digital, nDreams, Supermassive Games, Traveller’s Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller’s Tales and Everywhere for Build A Rocket Boy.
Navigating Conflict: A Guide Through the Storm

Navigating Conflict: A Guide Through the Storm

Rodney a. Harrison; Glenn a. Miller; Jeffrey a. Klick

Independently Published
2019
nidottu
Everyone has conflict. We can be defeated by it or grow as a result of it, but we will not be able to avoid it. Our third book together as authors provides a way through conflict to growth and redemption. Combining over 100 years of ministry experience, we share stories, pain, victories, and defeats to help others mature in walking through the inevitable. The Kingdom of God is relational and every relationship sooner than later will hit storms. How will you navigate through them? The insights shared in this book will help We must learn how to walk through conflict to a redemptive solution, even if that means ending a toxic relationship. Do not give up for there is always hope
Little SEED Little SEED

Little SEED Little SEED

Rodney Cox

Indy Pub
2021
pokkari
In this book we get to see what happens when an eager little seed finally gets the growth it's been asking for. The book is visually appealing towards a younger audience but contains a message we all can learn from.
Eli, The Little Drifter

Eli, The Little Drifter

Rodney a. Nobles

Independently Published
2019
nidottu
Elijah Foster is a witty, wise-cracking street kid who uses street smarts and gadgets to outwit and take down Chico and his gang. Eli was fed up with their bad behavior. Not only was Chico bulling his best friend, but they were planning to rob Mr. Joe's pawn shop. Not on Eli's watch Eli calls himself the "Little Drifter" because he idolizes Max Cordell aka "The Drifter."
When You Hear That it is Jesus

When You Hear That it is Jesus

Rodney Burton

Independently Published
2020
nidottu
Throughout Scripture we read about people hearing about Jesus and then responding to him for a personal encounter. In this book, Rodney explores those stories and finds personal application for each of our lives. Rodney also shares his own experiences of hearing it was Jesus, and then positioning himself for personal encounter with Christ. It is one thing to hear that Jesus is nearby or working, but our response to what we hear will determine how we are personally impacted. Many times we hear that Jesus is doing great things, and we simply try to sustain our own spiritual life on the testimony of others without pressing in and having our own encounter. This book is written to challenge each of us to not let hearing about Jesus be enough. What will I do when I hear? What will you do when you hear?