Read book K. Becker - The Guide to Computer Simulations and Games in DJV, FB2, MOBI
9781118009239 English 1118009231 Simulations and Games: The Non-Programmer's Technical Guide to Computer Simulations will be organized in three parts: the first will set the context for the rest by defining computer simulations and describing how they are different from 'analog' (i.e. live-action) and paper-based simulations. The second section gets into the meat of the matter and explains the technical details of simulations, how models are built, and how those are translated into simulations. The final section develops four examples from model to finished (and functional) simulation. The simulations will all be developed using freely available software and all examples will be available as a download .While most introductory simulation books are written for computer scientists, this book offers technical details on what simulations are and how they are built that are written for someone who is not (and doesn't want to be) a programmer but who still needs to know about the inner workings of a simulation or game. Features include: Simulation vs modeling/Traditional vs computer simulations Game simulations/How simulations are made Randomness in simulations/Visualization Verification and validation Simulation tools, 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 tools Whether 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., The first computer simulation book for the non-programmer and non-scientist Answering the growing demand for a book catered to the non-programmer and non-scientist who needs to use or design computer simulations, this book teaches you exactly what you need to know in order to understand the simulations you fund, 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 is not 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 tools Whether 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., This book is aimed at students taking courses on evolution in universities and colleges. Its approach and its structure are very different from previously-published evolution texts. The core theme in this book is how evolution works by changing the course of embryonic and post-embryonic development. In other words, it is an evolution text that has been very much influenced by the new approach of evolutionary developmental biology, or 'evo-devo'. Key themes include the following: developmental repatterning; adaptation and coadaptation; gene co-option; developmental plasticity; the origins of evolutionary novelties and body plans; and evolutionary changes in the complexity of organisms. As can be seen from this list, the book includes information across the levels of the gene, the organism, and the population. It also includes the issue of mapping developmental changes onto evolutionary trees. The examples used to illustrate particular points range widely, including animals, plants and fossils. "I have really enjoyed reading this book. One of the strengths of the book is the almost conversational style. I found the style easy to read, but also feel that it will be invaluable in teaching. One of our tasks in university level teaching is to develop students' critical thinking skills. We need to support them in their intellectual development from a "just the facts" approach to being able to make critical judgements based on available evidence. The openness and honesty with which Arthur speaks to uncertainty in science is refreshing and will be a baseline for discussions with students." -Professor Patricia Moore, Exeter University "This book, written as an undergraduate text, is a really most impressive book. Given the burgeoning interest in the role of developmental change in evolution in recent times, this will be a very timely publication. The book is well structured and, like the author's other books, very well written. He communicates with a clear, lucid style and has the ability to explain even the more difficult concepts in an accessible manner." ---Professor Kenneth McNamara, University of Cambridge
9781118009239 English 1118009231 Simulations and Games: The Non-Programmer's Technical Guide to Computer Simulations will be organized in three parts: the first will set the context for the rest by defining computer simulations and describing how they are different from 'analog' (i.e. live-action) and paper-based simulations. The second section gets into the meat of the matter and explains the technical details of simulations, how models are built, and how those are translated into simulations. The final section develops four examples from model to finished (and functional) simulation. The simulations will all be developed using freely available software and all examples will be available as a download .While most introductory simulation books are written for computer scientists, this book offers technical details on what simulations are and how they are built that are written for someone who is not (and doesn't want to be) a programmer but who still needs to know about the inner workings of a simulation or game. Features include: Simulation vs modeling/Traditional vs computer simulations Game simulations/How simulations are made Randomness in simulations/Visualization Verification and validation Simulation tools, 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 tools Whether 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., The first computer simulation book for the non-programmer and non-scientist Answering the growing demand for a book catered to the non-programmer and non-scientist who needs to use or design computer simulations, this book teaches you exactly what you need to know in order to understand the simulations you fund, 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 is not 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 tools Whether 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., This book is aimed at students taking courses on evolution in universities and colleges. Its approach and its structure are very different from previously-published evolution texts. The core theme in this book is how evolution works by changing the course of embryonic and post-embryonic development. In other words, it is an evolution text that has been very much influenced by the new approach of evolutionary developmental biology, or 'evo-devo'. Key themes include the following: developmental repatterning; adaptation and coadaptation; gene co-option; developmental plasticity; the origins of evolutionary novelties and body plans; and evolutionary changes in the complexity of organisms. As can be seen from this list, the book includes information across the levels of the gene, the organism, and the population. It also includes the issue of mapping developmental changes onto evolutionary trees. The examples used to illustrate particular points range widely, including animals, plants and fossils. "I have really enjoyed reading this book. One of the strengths of the book is the almost conversational style. I found the style easy to read, but also feel that it will be invaluable in teaching. One of our tasks in university level teaching is to develop students' critical thinking skills. We need to support them in their intellectual development from a "just the facts" approach to being able to make critical judgements based on available evidence. The openness and honesty with which Arthur speaks to uncertainty in science is refreshing and will be a baseline for discussions with students." -Professor Patricia Moore, Exeter University "This book, written as an undergraduate text, is a really most impressive book. Given the burgeoning interest in the role of developmental change in evolution in recent times, this will be a very timely publication. The book is well structured and, like the author's other books, very well written. He communicates with a clear, lucid style and has the ability to explain even the more difficult concepts in an accessible manner." ---Professor Kenneth McNamara, University of Cambridge