About the book
Computer games have already set their foundation on mainframe computers. But their expansion came after the onset of small home (8-bit) computers. Computer games are usually the first communication step between a human and a computer. This is also the case with games on current computers, game consoles, or smartphones.
This book will describe some modern approaches, procedures, algorithms, as well as devices in the field of computer games and their development. The book will include but is not limited to classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the visualization, game cores (engines) and platforms, genre selection, proper object, procedural, graphic but also story design, trends in game design and development or the use of scripting languages will be included. Formalizations and algorithms will also find their place here, as well as mathematical tools for game theory. We will focus also on game-user interfaces, their types, platforms and ergonomics or multi-monitor displaying. Last but not least, there may be mention of optimizations, testing and presentations of games and various other, especially sociological impacts of computer games and their development.