Cengage Learning Inc Hingham (9 results)

Language: English
Published by Cengage Learning, Inc, United States, Hingham, 2007
- Softcover
Seller: WorldofBooks, Goring-By-Sea, WS, United KingdomWorldofBooks
Contact seller5-star sellerCondition: Used - Very good
£ 3.00
£ 5.60 shippingShips from United Kingdom to U.S.A.Quantity: 1 available
Paperback. Condition: Very Good. "Digital Character Painting Using Photoshop CS3" is a brilliantly illustrated, full-color book that combines both the fundamentals of character design and the skills of digital painting. Completely updated using Photoshop CS3 as the primary tool, the book details how to create characters that elicit specific emotions and how to beautifully render those characters by applying conventional painting skills to digital tools. Written for both the seasoned professional and aspiring artist alike, "Digital Character Painting Using Photoshop CS3" explores the key principles of design and reveals how to enhance traditional skills and apply them to digital art for use in games, film, animation, and other commercial productions. Using practical tutorials, the book covers basic skills such as value, edges, color, texturing, and light, and then moves on to teach in-depth techniques on specific features including eyes, face, clothing, hair, and fur. Whatever your skill level, you will discover practical ideas and techniques to apply to your craft and to help you improve and create masterful works of digital art. This title presents a completely updated, beautiful, full color guide to character design and computer art using Photoshop. It provides practical insights into how to master Photoshop CS3 as a powerful painting tool, including how to customize the brushes to achieve the best possible results. It focuses on learning artistic skills that can be applied to a variety of 2D and 3D programs, with an emphasis on Photoshop CS3. It teaches how to combine traditional artistic values with today's graphics software. It includes a CD-ROM with the figures and files for the tutorials in the book, along with a QuickTime movie showing how a painting is created. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

Language: English
Published by Cengage Learning, Inc, United States, Hingham, 2002
- Softcover
Seller: WorldofBooks, Goring-By-Sea, WS, United KingdomWorldofBooks
Contact seller5-star sellerCondition: Used - Very good
£ 6.74
£ 5.60 shippingShips from United Kingdom to U.S.A.Quantity: 2 available
Paperback. Condition: Very Good. Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

Language: English
Published by Cengage Learning, Inc, United States, Hingham, 2001
- Softcover
Seller: WorldofBooks, Goring-By-Sea, WS, United KingdomWorldofBooks
Contact seller5-star sellerCondition: Used - Very good
£ 15.18
£ 5.60 shippingShips from United Kingdom to U.S.A.Quantity: 3 available
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.…

Language: English
Published by Cengage Learning, Inc, United States, Hingham, 2003
- Softcover
Seller: WorldofBooks, Goring-By-Sea, WS, United KingdomWorldofBooks
Contact seller5-star sellerCondition: Used - Very good
£ 26.22
£ 5.60 shippingShips from United Kingdom to U.S.A.Quantity: 2 available
Paperback. Condition: Very Good. AI Game Programming Wisdom 2, the second volume in this cutting-edge series, is packed with all new tricks, techniques, algorithms, architectures, and philosophies all written by industry experts! The wealth of knowledge and expertise in this volume is sure to surpass your expectations. As with the first volume, this book is designed to provide practical advice for building state-of-the-art game AI for commercial games; however, it also strives to help you look forward to leading-edge techniques that will be critical in future explorations. AI Game Programming Wisdom 2 provides advances, discoveries, and triumphs that will influence and drive game AI for the next decade. The breadth of experience and diverse backgrounds of the authors make this a truly global, cross-sectional resource for game AI. The book is divided into twelve comprehensive sections, including an all new speech recognition and dialogue section. There is also coverage of a wider variety of game genres and a cumulative index is included for easy cross referencing between volumes. This new volume alone is an indispensable tool, but together with volume 1, these books form a remarkable collection that no game AI programmer should be without! The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

Language: English
Published by Cengage Learning, Inc, United States, Hingham, 2006
- Softcover
Seller: WorldofBooks, Goring-By-Sea, WS, United KingdomWorldofBooks
Contact seller5-star sellerCondition: Used - Very good
£ 56.84
£ 5.60 shippingShips from United Kingdom to U.S.A.Quantity: 2 available
Paperback. Condition: Very Good. Since the first computer games became available, sex has played a role in some form. But with the release of games like Playboy: The Mansion, Leisure Suit Larry, and The Singles, sexual content has gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like The Sims have started to rev things up a bit, and in on-line games, tales of cybering have become commonplace. This sexual revolution in games has generated intense scrutiny of the games industry by political watchdog groups and family-oriented organizations. And it has brought the importance of self-regulation and rating systems to the forefront of the industry. Seeking to understand this emerging trend, developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions. Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

- Hardcover
- First Edition
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
Contact seller5-star sellerCondition: New
£ 67.10
Free ShippingShips within U.S.A.Quantity: 1 available
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.…

- Hardcover
- First Edition
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
Contact seller5-star sellerCondition: New
£ 104.07
Free ShippingShips within U.S.A.Quantity: 1 available
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.…

- Hardcover
- First Edition
Seller: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller
Contact seller5-star sellerCondition: New
£ 106.75
£ 27.31 shippingShips from Australia to U.S.A.Quantity: 1 available
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.…

- Hardcover
- First Edition
Seller: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller
Contact seller5-star sellerCondition: New
£ 161.21
£ 27.31 shippingShips from Australia to U.S.A.Quantity: 1 available
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.…