Video Game Sejarah Kerajaan Majapahit Berbasis Tactical Role-Playing Game

DAFTAR PUSTAKA

Adams, E. 2010. Fundamentals of Game Design: Second Edition. USA:
Prentice Hall.
Aha, W. D., Molineaux M., Ponsen M. 2005. Learning to Win: Case-Based
Plan Selection in a Real-Time Strategy Game. Case-Based Reasoning
Research and Development Volume 3620 of the series Lecture Notes in
Computer Science, pp 5-20.
Alija, S. A. 2015. Analysis of Dijkstra’s And A* Algorithm to Find The
Shortest Path. Thesis. University Tun Hussein Onn Malaysia.
Baran, I & Popovic, J. 2007. Automatic Rigging and Animation of 3D
Characters. Massachusetts Institute of Technology.
Bjornsson, Y., Enzenberger, M., Holte, R., Schaejfer, J. & Yap, P. 2003.
Comparison of different grid abstractions for pathfinding on maps.
Proceedings of the 18th International Joint Conference on Artificial
Intelligence, pp. 1511-1512.
Caoili, E. 2012. 5 Tips for Making Great Animation for 2d Games
http://www.gamasutra.com/view/news/176663/5_tips_for_making_gre
at_animations_for_2D_games.php#.UQ0qJaVWx8E (Diakses pada 10
Juni 2015)
Cartwirhgt,


M.

2011.

Animation

Getting

the

Details

Right

http://skullgirls.com/2011/05/animation-getting-the-details-right/
(Diakses pada 10 Februari 2016)

Universitas Sumatera Utara


57

Christanto, AT. 2014. Pembuatan Game Tactical RPG “Legend Of Fantasia”.
Jurnal Ilmiah Mahasiswa Universitas Surabaya Vol.3 No.1.
Cui, X. & Shi, H. 2011. Direction Oriented Pathfinding In Video Games.
International Journal of Artificial Intelligence & Application (IJAIA),
Vol. 2, No.4.
Demyen, D. & Buro M. 2006. Efficient triangulation-based pathfinding.
Proveedings of the 21st National Conference on Artificial Intelligence,
pp. 942-947.
Duggan, M. 2012. iPad multiplayer magic. Boston, Massachusetts: Course
Technology PTR.
Goyal, A., Mogha, P. Luthra, R. & Sangwan, N. 2014. Pathfinding: A* Or
Dijkstra’s. International Journal in IT and Engineering (IJITE), Vol.2.
Deveze, G & Gonzalez, G. 2012. An example of cutout animation using Tupi.
http://www.maefloresta.com/portal/cutout (Diakses pada 10 Februari
2016)
Juul, J. 2011. Half-Real: Video Games between Real Rules and Fictional
Worlds. Massachusetts: the MIT Press.
Laybourne, K. 1998. The Animation Book: A complete guide to animated

filmmaking – from flip-books to sound cartoons to 3-D animation.
Revisied edition. New York: Three Rivers Press.
Maestri, G. 2001. Animation for Games
http://www.peachpit.com/articles/article.aspx?p=22801 (Diakses pada
19 Juni 2015)
Millingtion, I. & Funge, J. 2009. Artificial Intelligence for Games, Morgan
Kaufmann.

Universitas Sumatera Utara

58

Muljana, S. 2005. Menuju Puncak Kemegahan: Sejarah Kerajaan Majapahit.
LKiS.
Panji, T. 2015. Kitab Sejarah Terlengkap Majapahit. Laksana.
Paramitha, AI. 2014. Kisah Ayu Intan Permani. STMIK AMIKOM
PURWOKERTO
Pinuluh, ED. 2010. Pesona Majapahit. BukuBiru.
Rabin, S. 2000. “A* speed optimizations”, Game Programming GEMS.
Charles River Media, pp.264-271.

Rantala, T. 2013. Animation of a High-Definition 2D Fighting Game
Character Kajaani University of Applied Sciences.
Robert, S. 2007. Character animation: 2D skills for better 3D. Oxford: Focal
Press.
Tambunan, H. 2014. Strategi Heuristik Dalam Pemecahan Masalah
Matematika Sekolah. Jurnal Saintech Vol.06 No.04 Desember 2014.
Thomas, F & Johnston, O. 1981. The Illution of Life: Disney Animation. New
York: Walt Disney Productions.
Salen, K & Zimmerman, E. 2003. Rules of Play : Game Design Fudamentals.
Massachusetts : The MIT Press.
Sanders, A. Animating for Video Games vs Animating for Movies
http://animation.about.com/od/videogameanimation/a/gamesvsmovies.
htm (Diakses pada 6 Juni 2016)
Sanjaya, LA., Budhi, GS. & Liliana. 2015. Pembuatan Turn Based Strategy
Role Playing Game Menggunakan Unity Game Engine. Jurnal
Mahasiswa Universitas Kristen Petra Vol.3 No. 2.
Simon,

M.


2003.

Concept

to

Creation:

Rotoscoping.

http://www.awn.com/animationworld/concept-creation-rotoscoping
(Diakses pada 10 Februari 2016)

Universitas Sumatera Utara

59

Siskarani, L. D. 2016. Pengembangan Media Pembelajaran Model Game Wars
Untuk Meningkatkan Minat Belajar Siswa SMP Kelas VII F Pada
Materi Kehidupan Masyarakat Indonesia Masa Hindu-Budha. e-Jurnal

Pendidikan Sejarah Vol 4. No.1.
Sukarno, I. M. & Setiawan, P. 2014. Perancangan Motion Graphic Ilustratif
Mengenai Majapahit Untuk Pemuda Pemudi. Jurnal Tingkat Sarjana
bidang Senirupa dan Dan Desain ITB Vol.3 No.1.
Williams, R. 2001. The Animator’s Survival Kit. Expanded edition. London:
Faber.
Yu, K. 2006. Finding a natural-looking path by using generalized visibility
graph. Proceeding of the 9th Pacific Rim International Conference on
Artificial Inteligence, pp. 170-179.

Universitas Sumatera Utara