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  • Ben Long

    Language: English

    Published by Cengage Learning, Inc, United States, Hingham, 2002

    ISBN 10: 1584500980 ISBN 13: 9781584500988

    Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

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    £ 3.24

    £ 5.60 shipping
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    Quantity: 2 available

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    Paperback. Condition: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Eric Lengyel

    Language: English

    Published by Cengage Learning, Inc, United States, Hingham, 2001

    ISBN 10: 1584500379 ISBN 13: 9781584500377

    Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom

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    £ 26.32

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    Paperback. Condition: Very Good. This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Naveena Swamy

    Language: English

    Published by Cengage Learning, Inc, United States, Hingham, 2006

    ISBN 10: 1584504463 ISBN 13: 9781584504467

    Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom

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    £ 42.72

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    Paperback. Condition: Very Good. Basic Game Design and Creation for Fun & Learning teaches you how to make your own computer games-- no programming skills required! Whether you're a game player who wants to try making your own games or a teacher who wants to provide a new way for students to learn, you'll find everything you need to get started! Basic Game Design and Creation for Fun & Learning breaks the complex process of game design into an easy-to-follow, step-by-step format. Each chapter helps you create a 2D game using the popular game development software, GameMaker 6.1, and each game project provides reference figures and sample demonstrations, so that you can track your progress as you go. Throughout the book, you'll find real-life examples to explain advanced concepts that would otherwise frustrate beginning game designers. This storybook approach allows you to learn just what you need to get started making your own games quickly, while giving the basic skills you need for creating any kind of game. So if you want to get started turning your own game ideas into reality, or you're thinking about a career in game creation, this is the place to get started! The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Allen Sherrod

    Language: English

    Published by Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.

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    £ 67.59

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    Hardcover. Condition: new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Mike Dickheiser

    Language: English

    Published by Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.

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    First Edition

    £ 104.84

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    Hardcover. Condition: new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Allen Sherrod

    Language: English

    Published by Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Seller: AussieBookSeller, Truganina, VIC, Australia

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

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    First Edition

    £ 103.96

    £ 27.51 shipping
    Ships from Australia to U.S.A.

    Quantity: 1 available

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    Hardcover. Condition: new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Mike Dickheiser

    Language: English

    Published by Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Seller: AussieBookSeller, Truganina, VIC, Australia

    Seller rating 5 out of 5 stars 5-star rating, Learn more about seller ratings

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    First Edition

    £ 157.01

    £ 27.51 shipping
    Ships from Australia to U.S.A.

    Quantity: 1 available

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    Hardcover. Condition: new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.