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
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.
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
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, 2009
ISBN 10: 1584506687 ISBN 13: 9781584506683
Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom
Paperback. Condition: Very Good. Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play. 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
ISBN 10: 1584504463 ISBN 13: 9781584504467
Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom
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.
Language: English
Published by Cengage Learning, Inc, Hingham, 2008
ISBN 10: 1584505168 ISBN 13: 9781584505167
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
First Edition
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.
Language: English
Published by Cengage Learning, Inc, Hingham, 2006
ISBN 10: 1584504501 ISBN 13: 9781584504504
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
First Edition
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.
Language: English
Published by Cengage Learning, Inc, Hingham, 2008
ISBN 10: 1584505168 ISBN 13: 9781584505167
Seller: AussieBookSeller, Truganina, VIC, Australia
First Edition
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.
Language: English
Published by Cengage Learning, Inc, Hingham, 2006
ISBN 10: 1584504501 ISBN 13: 9781584504504
Seller: AussieBookSeller, Truganina, VIC, Australia
First Edition
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.