Book description
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
toolsWhether 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. The
Guide to Computer Simulations and Games is the ideal book for
getting a solid understanding of this fascinating subject.
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.