WorldCat Identities

Overmars, Mark H. 1958-

Overview
Works: 126 works in 261 publications in 3 languages and 2,902 library holdings
Genres: Conference proceedings 
Roles: Author, Editor, Contributor
Classifications: QA76.76.C672, 001.64
Publication Timeline
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Most widely held works by Mark H Overmars
The game maker's apprentice game development for beginners by Jacob Habgood( )
9 editions published between 2006 and 2013 in English and held by 748 WorldCat member libraries worldwide
"Game Maker allows you to begin creating games almost immediately, using a simple drag-and-drop system that makes learning to program much easier than traditional programming languages. This book brings together the expertise of Game Maker's creator with a professional game developer to present a complete guide to designing and programming games that are fun to play."--Jacket
The design of dynamic data structures by Mark H Overmars( Book )
19 editions published between 1983 and 1987 in English and German and held by 498 WorldCat member libraries worldwide
In numerous computer applications there is a need of storing large sets of objects in such a way that some questions about those objects can be answered efficiently. Data structures that store such sets of objects can be either static (built for a fixed set of objects) or dynamic (insertions of new objects and deletions of existing objects can be performed). Especially for more complex searching problems as they arise in such fields as computational geometry, database design and computer graphics, only static data structures are available. This book aims at remedying this lack of flexibility by providing a number of general techniques for turning static data structures for searching problems into dynamic structures. Although the approach is basically theoretical, the techniques offered are often practically applicable. The book is written in such a way that it is readable for those who have some elementary knowledge of data structures and algorithms. Although this monograph was first published in 1983, it is still unique as a general treatment of methods for constructing dynamic data structures
Motion in games second international workshop, MIG 2009, Zeist, the Netherlands, November 21-24, 2009 ; proceedings by Arjan Egges( )
9 editions published in 2009 in English and held by 405 WorldCat member libraries worldwide
Annotation
Motion in Games First International Workshop, MIG 2008, Utrecht, the Netherlands, June 14-17, 2008 : revised papers by MIG 2008( )
4 editions published in 2008 in English and held by 376 WorldCat member libraries worldwide
Learning C# by programming games by Arjan Egges( )
6 editions published in 2013 in English and German and held by 307 WorldCat member libraries worldwide
C# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework.For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds
Algorithms for robotic motion and manipulation : 1996 Workshop on the Algorithmic Foundations of Robotics by Workshop on the Algorithmic Foundations of Robotics( Book )
7 editions published in 1997 in English and held by 149 WorldCat member libraries worldwide
Games ontwerpen met Game Maker by Mark H Overmars( Book )
1 edition published in 2007 in English and held by 79 WorldCat member libraries worldwide
Stap voor stap en met illustraties in zwart-wit wordt uitgelegd hoe je met het programma Game Maker computerspelletjes kunt maken. Vanaf ca. 13 jaar
Searching for empty convex polygons by David P Dobkin( Book )
3 editions published in 1988 in English and held by 16 WorldCat member libraries worldwide
Ranking intervals under visibility constraints by Herbert Edelsbrunner( Book )
4 editions published in 1989 in English and Undetermined and held by 13 WorldCat member libraries worldwide
The game maker's apprentice game development for beginners by Jacob Habgood( )
1 edition published in 2006 in English and held by 9 WorldCat member libraries worldwide
On rectangular visibility by Mark H Overmars( Book )
5 editions published in 1986 in English and Undetermined and held by 8 WorldCat member libraries worldwide
Ray shooting, implicit point location, and related queries in arrangements of segments by Leonidas J Guibas( Book )
3 editions published in 1989 in English and held by 6 WorldCat member libraries worldwide
Learning C♯ by Programming Games by Arjan Egges( )
1 edition published in 2013 in English and held by 6 WorldCat member libraries worldwide
C♯ is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C♯, as well as a game programming framework. And (if necessary) moving from C♯ to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C♯ through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and
Teaching computational geometry by Mark H Overmars( Book )
2 editions published in 1993 in English and held by 6 WorldCat member libraries worldwide
Abstract: "This paper describes a possible approach to teaching computational geometry to students. It gives a brief introduction in computational geometry, followed by three possible ways of treating the area: mathematically, algorithmically and application-oriented. Next a course outline is described, introducing computational geometry from an application-oriented point of view. Finally, some remarks are made about implementation issues."
New upper bounds in Klee's measure problem by Mark H Overmars( Book )
3 editions published between 1988 and 1989 in English and Dutch and held by 6 WorldCat member libraries worldwide
Intersection queries in sets of disks by Marc van Kreveld( Book )
2 editions published in 1990 in English and held by 5 WorldCat member libraries worldwide
Intersection queries in curved objects by Pankaj K Agarwal( Book )
2 editions published in 1991 in English and held by 5 WorldCat member libraries worldwide
Abstract: "A number of problems of the following type are studied: Given a set of n arcs (disks, circles, circular arcs, Jordan arcs) in the plane, preprocess it into a data structure, such that for a query line (or segment) one can quickly (i) report all arcs intersecting it, or (ii) count the number of arcs intersecting it. We also study the ray shooting problem in disjoint Jordan arcs, and circular arcs. Most of the data structures presented here use near to linear space and have query time near to O([square root of]n + K) or near to O(n[superscript 2/3] + K), where K is the size of the output."
Efficient hidden surface removal for objects with small union size by M. J Katz( Book )
3 editions published in 1991 in English and held by 5 WorldCat member libraries worldwide
Abstract: "Let S be a set of n non-intersecting objects in space for which we want to determine the portions visible from some viewing point. We assume that the objects are ordered by depth from the viewing point (e.g., they are all horizontal and are viewed from infinity from above). In this paper we give an algorithm that computes the visible portions in time O((U(n) + k)log² n), where U(n') is a super-additive bound on the maximal complexity of the union of (the projections on a viewing plane of) any n' objects from the family under consideration, and k is the complexity of the resulting visibility map. The algorithm uses O(U(n)log n) working storage. The algorithm is useful when the objects are 'fat' in the sense that the union of the projection of any subset of them has small (i.e., subquadratic) complexity
Motion planning using a colored Kohonen network by Jules M Vleugels( Book )
2 editions published in 1993 in English and held by 5 WorldCat member libraries worldwide
It has been implemented for planar robots allowing both translation and rotation, and experiments show that compared to conventional techniques it performs well, even for difficult motion planning scenes."
Storing line segments in partition trees by Mark H Overmars( Book )
3 editions published in 1989 in English and Undetermined and held by 5 WorldCat member libraries worldwide
 
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Audience level: 0.60 (from 0.17 for Games ontw ... to 0.97 for Searching ...)
Alternative Names
Overmars, Mark
Overmars, Markus Hendrik
Languages
English (83)
German (2)
Dutch (1)
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