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1

Brusca, Victor G. Introduction to Video Game Engine Development. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4.

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2

Perron, Bernard. Silent hill: The terror engine. Ann Arbor: University of Michigan Press, 2011.

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3

Eberly, David H. 3D Game Engine Architecture. San Diego: Elsevier Science, 2009.

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4

Blackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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5

1976-, Jenkins Christopher James, ed. Introductory programming with simple games: Using Java and the Freely available networked game engine. Hoboken, NJ: John Wiley & Sons, 2010.

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6

Hodgson, David S. J. Castlevania: Official Strategy Guide. Westlake Village, CA: Millennium Publications, Inc., 1999.

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7

author, Winner Matthew C., ed. Teach math with the Wii: Engage your K-7 students through gaming technology. Eugene, Oregon: International Society for Technology in Education, 2013.

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8

Sepowski, Stephen J., ed. The Ultimate Hint Book. Old Saybrook, CT: The Ultimate Game Club Ltd., 1991.

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9

Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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10

Freedman, Eric. Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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11

Freedman, Eric. Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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12

Freedman, Eric. Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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13

Freedman, Eric. Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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14

Perron, Bernard. Silent Hill: The Terror Engine. University of Michigan Press, 2012.

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15

PV, Satheesh. Unreal Engine 4 Game Development Essentials. Packt Publishing, Limited, 2016.

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16

Topalian Game Engine Data Navigator: Turn Spreadsheet Data into Video Game Worlds. Independently Published, 2020.

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17

Brusca, Victor G. Introduction to Video Game Engine Development: Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine. Apress L. P., 2021.

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18

PV, Satheesh. Unreal Engine 4 Game Development Essentials: Master the Basics of Unreal Engine 4 to Build Stunning Video Games. Packt Publishing, Limited, 2016.

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19

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2010.

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20

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2010.

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21

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2010.

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22

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2010.

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23

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2010.

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24

Millington, Ian. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Taylor & Francis Group, 2017.

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25

Game physics engine development: How to build a robust commercial-grade physics engine for your game. 2nd ed. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2010.

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26

Gamemaster: Comp Video Game Gde. St. Martin's Press, 1995.

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27

Keogh, Brendan, and Benjamin Nicoll. The Unity Game Engine and the Circuits of Cultural Software. Palgrave Pivot, 2019.

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28

Manzur, Ariel, and George Marques. Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3. 0. Pearson Education, Limited, 2018.

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29

Manzur, Ariel, and George Marques. Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3. 0. Pearson Education, Limited, 2018.

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30

author, DowlingSoka Ryan, Crumpler Clinton author, and Epic Games Inc, eds. Sams teach yourself Unreal Engine 4 game development in 24 hours. Sams Publishing, 2016.

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31

Gamemaster: The Complete Video Game Guide 1995. New York, USA: St. Martin's Paperbacks, 1995.

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32

Eberly, David H. 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.

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33

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2004.

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34

Robinson, Jon. Battle Engine Aquila. Prima Games, 2003.

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35

Ciesla, Robert. Mostly Codeless Game Development: New School Game Engines. Apress, 2017.

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36

Creating Game Art for 3D Engines (Game Development). Charles River Media, 2007.

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37

Gamemaster: Conq Super Ninten-. St. Martin's Press, 1994.

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38

Rovin, Jeff. Gamemaster: Conqu Super Ninten. St. Martin's Press, 1994.

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39

Sequeira, Karan. Cocos2d-X Game Development Blueprints: Build a Plethora of Games for Various Genres Using One of the Most Powerful Game Engines, Cocos2d-X. Packt Publishing, Limited, 2015.

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40

Gazdik, Mary L. From Video Games to Real Life. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798400654947.

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This guide shows youth librarians how to use the appeal of Minecrafta game that many young learners are intensely passionate about to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8-14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
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41

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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42

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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43

O'Leary, Jared, and Evan Tobias. Sonic Participatory Cultures within, through, and around Video Games. Edited by Roger Mantie and Gareth Dylan Smith. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190244705.013.28.

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This chapter is concerned with the diverse ways that people engage with music or sound within, through, and around video games. It begins with a review of literature on games as a leisure activity and sonic space, followed by highlighting various frameworks of participatory cultures. The bulk of the chapter connects these participatory culture frameworks with examples of engagement in sonic participatory cultures and sonic participation within, through, and around video games. Although these categories of sonic participation are divided into three sections, the chapter concludes with a discussion on the overlapping nature of sonic participation and implications for leisure as sonic participation.
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44

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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45

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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46

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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47

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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48

Kepple, Sarah. Teaching Coding through Game Creation. ABC-CLIO, LLC, 2018. http://dx.doi.org/10.5040/9798216022879.

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This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library. In our technology-obsessed society, computer coding is a highly valued and in-demand skill, but many people consider it an activity only for technology geeks and educated professionals—even more so to teach coding. Not so, says author Sarah Kepple. In this accessible guide, she explains why you don't have to be an expert to lead coding, shows how easy and rewarding learning and teaching coding can be, and provides step-by-step instructions to help you and your community get started. The book shows how to engage students quickly with learning activities that springboard off of the powerful appeal of video games. The author takes users through activities that introduce popular programming languages—including GameMaker, JavaScript, Python, and Scratch—to create video games, and in the process, to learn coding. These activities, themed around classic and popular stories, appeal to a broad age range—from elementary-age youth through high school and beyond to adults and seniors. Readers will see why school and public libraries are venues ideally suited for coding classes, workshops, clubs, or camps, and they will understand why teaching coding not only meets an important need but also serves to highlight the library's relevance to its community.
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49

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines. Taylor & Francis Group, 2021.

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50

Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines. Taylor & Francis Group, 2021.

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