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Scratch allows teachers to create conceptual and visual lessons and science lab assignments with animations that help visualize difficult concepts. Within the social sciences, instructors can create quizzes, games, and tutorials with interactive elements.
ScratchJr is a derivative of the Scratch language, which has been used by over 10 million people worldwide. Programming in Scratch requires basic reading skills, however, so the creators saw a need for another language which would provide a simplified way to learn programming at a younger age and without any reading or mathematics required.
Snap allows students to explore, create, and remix interactive animations, games, stories, and more, while learning about mathematical and computational ideas. While inspired by Scratch, Snap! has many advanced features.
C# game development framework, successor to Microsoft XNA. Northlight: C++, D: D: Yes 3D Windows, Xbox One, PlayStation 4, PlayStation 5, Xbox Series X and Series S: Control, CrossfireX (Story Mode), Quantum Break, Alan Wake 2: Proprietary: Quantum Break was the first commercial AAA game to ship with bits implemented in D programming language ...
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Resnick's group has developed a new computer programming language, named Scratch, that makes it easier for children to create animated stories, video games, and interactive art. Resnick is also involved in the next generation of Programmable Bricks, and the One Laptop per Child project which designed the OLPC XO ($100 laptop).
Kodu Game Lab, originally named Boku, is a programming integrated development environment (IDE) by Microsoft's FUSE Labs. It runs on Xbox 360 and Microsoft Windows. It was released on the Xbox Live Marketplace on June 30, 2009. [3] A Windows version is available to the general public for download from Microsoft's FUSE web portal. [4]
The developers opted to create their own game engine called SCREAM (Simple CReation Engine for Adventure Makers) rather than licensing a pre-existing engine. SCREAM utilised a combination of pre-rendered and 3D graphics, creating what the team referred to as "pseudo-3D", an effect which was hard to create using existing adventure game engines. [12]
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