Higher Education

Simulation and Event Modeling for Game Developers, 1st Edition

  • John P. Flynt, Ph.D.
  • Ben Vinson
  • ISBN-10: 1592008488  |  ISBN-13: 9781592008483
  • 500 Pages
  • © 2006 | Published
  • College Bookstore Wholesale Price = $36.00

About

Overview

Simulation games are unique. They have action, combat, management, and strategy. By definition a simulation is an imitation. So, computer simulation games are games that imitate a real-life situation. Another way to think about it is that simulation games attempt to recreate a past event. But games don't always stick to that definition, sometimes they attempt to create a situation that we may someday be faced with. Event modeling is the fundamental activity of examining a real-world event to determine precisely those aspects of the event that can be made the primary objectives of a software development effort. Such modeling is essential to the success of any game development effort, especially if it focuses on simulation. The reason for this is that no simulation program can hope to simulate every aspect of a real-world event. The simulation must be limited in some way, and a technique is at hand, through event modeling, to determine which aspects of the event will render the simulation project effective.

Features and Benefits

  • Provides detailed explanations of how to create the demonstration programs, and the Companion web site files will provide completed programs for all projects in the book.
  • Offers clear illustrations of requirements, design, and testing documents.
  • The simulation models in the book provide an easy way to become familiar with economic and physical modeling of systems for simulation.
  • Provides an understanding of how simulation software can be used in such industries as on-line gambling, education, entertainment, and for supplemental use in all types of PC and console games.
  • Includes more than a dozen simulation projects that can be extended or adapted to for entertainment, industrial, or educational uses.
  • Companion website available here: http://www.delmarlearning.com/companions/index.asp?isbn=1592008488

Table of Contents

1. What Is Simulation?
2. Specifying Events
3. Designing an Application Framework
4. Implementing the Framework
5. Design for Entities
6. Implementing Entities
7. Creating a World
8. AI and Physics for Simulation
9. Evironments of Simulation
10. Simulation of Physical Systems
11. Simulation for Social and Economic Systems
12. Testing Simulations and Event Models

Meet the Author

Author Bio

John P. Flynt, Ph.D.

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college-level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his works are In the Mind of a Game, Simulation and Event Modeling for Game Developers (with co-author Ben Vinson), and Software Engineering for Game Developers. John lives in the foothills near Boulder, Colorado.

Ben Vinson

Ben Vinson has developed a number of games for companies such as DreamQuest. While studying at the University of Colorado, he won an award from Microsoft for his game development efforts. He was also the lead developer on Ankh, the game featured in Software Engineering for Game Developers (Thomson, 2004)