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  • Format: ePub

The purpose of this book is to show how someone could specify a video game more or less and have the computer create the rest. The code is much shorter, but you can specify a game more with more code.Anyone can take this book and think of as many creative video games as they want!Humans and hard physics and chemistry are not explicitly covered.The components necessary to make all video games are map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty. When specifying the game, four categories…mehr

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Produktbeschreibung
The purpose of this book is to show how someone could specify a video game more or less and have the computer create the rest. The code is much shorter, but you can specify a game more with more code.Anyone can take this book and think of as many creative video games as they want!Humans and hard physics and chemistry are not explicitly covered.The components necessary to make all video games are map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty. When specifying the game, four categories map/motion, image, niche and difficulty spell out M.I.N.D.We cover 0-D to 3-D and beyond.I think we cover about 99.99% of generic copies of board and video games herein. You can specify as much or little as wanted. In exploring to cover all video games I found many interesting innovative ideas.If a young person reads this book, they can look forward to this technology when they are older. If a teenager reads this book, they can look up the concepts and get current and future technology. If an adult reads it, they might see that with enough programming the sky is the limit on what they can achieve.

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