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    Event-Database Architecture for Computer Games: Two Volume Set

    Event-Database Architecture for Computer Games by Quaye, Rodney;

    Two Volume Set

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      • Publisher's listprice GBP 86.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        44 025 Ft (41 929 Ft + 5% VAT)
      • Discount 20% (cc. 8 805 Ft off)
      • Discounted price 35 220 Ft (33 543 Ft + 5% VAT)

    44 025 Ft

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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 9 July 2025

    • ISBN 9781032818030
    • Binding Paperback
    • No. of pages600 pages
    • Size 234x156 mm
    • Language English
    • Illustrations 99 Illustrations, black & white; 8 Halftones, black & white; 91 Line drawings, black & white; 157 Tables, black & white
    • 700

    Categories

    Short description:

    __RefHeading___Toc13875_1826154082" target="_blank">Vol I: CHAPTER 1 ? THE PROBLEM, CHAPTER 2 ? THE SOLUTION, CHAPTER 3 ? THE SOFTWARE ARCHITECTURE, CHAPTER 4 ? THE SOFTWARE PRODUCTION PROCESS, CHAPTER 5 ? LIMITATIONS OR CRITERIA FOR USE, CHAPTER 6 ? GLOSSARY, INDEX


    Vol II: CHAPTER 1 ? LPMUD SOFTWARE PRODUCTION PROCESS, CHAPTER 2 ? CONSISTENT DATA DESIGN, CHAPTER 3 ? OPTIMIZING THE RESULTS, CHAPTER 4 ? THE NATURE OF THE BEAST, CHAPTER 5 ? CAUSE AND EFFECT, CHAPTER 6 ? GLOSSARY, INDEX

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    Long description:

    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.

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