Tailor-made Video Games

Paperback on Amazon ebook and softcover

Other purchasing links at bottom

This book is greatly improved and you can easily see limitless video/board games to create, original or not.

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.

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.

While it is hoped that I have covered virtually all video games and specified the general ways to divide them, it is possible that I made glaring omissions to game specifications. If these are discovered, they can be inserted by future readers/users or in new publications.

It is interesting, well produced, important and it is the future of video games.

The math is easy and you don’t need any hard math to make the games although if you know it you can input mathematical formulas. Mathematical formulas are the new code, but only when you need to go above normal.

Techniques for getting the computer to make the games are explored.

This book uses exhaustive classification, search depth, neural networks, combined difficulty estimation, many options in many ways and unlimited relationships of specification.

Also diophantine equations, tesselations, pseudo-random and random generation, implicit formulas and some 3-d math with a reference.

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.

I get the most royalties at Bookbaby Bookshop.


iBooks
Amazon Kindle
Barnes & Noble ebook
Kobo
Baker & Taylor
Copia
Gardners
eSentral
Scribd
Goodreads
Ciando
Vearsa (Overdrive, Playster, Hoopla)