.NET Game Programming with DirectX 9.0
Written in easy-to-understand language, this book is a must-read if you'd like to create out-of-the-ordinary, yet simple games Authors Lobao and Hatton demonstrate the ease of producing multimedia games with Managed DirectX 9 0 and programming the games with Visual Basic |
Take your games to the next level! 2D Artwork and 3D Modeling for Game Artists is the perfect stepping stone for beginning or intermediate game artists entering the gaming industry No other book on the market provides coverage of both 2D artwork and 3D modeling for artists |
Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share Following easy-to- understand techniques and directions, you? |
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system |
Are you interested in learning how to write your own game engines? With `3D Game Engine Programming` you can do just that You'll learn everything you need to know to build your own game engine as a tool that is kept strictly separate from any specific game project, making it a tool that you can use again and again for future projects |
Make the leap from merely playing games to actually creating your own games 3D Game Programming All in One takes you through the process step-by-step It provides the instruction, examples, development principles, and, perhaps most importantly, the actual tools needed to create your own 3D game |
Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker |
3D Game Programming for Teens, Second Edition
Do you love video games? Do you want to learn how to make them yourself? Welcome to 3D Game Programming for Teens, Second Edition, a how-to resource for anyone interested in creating a video game |
Game artists, architects, simulation developers, web designers and enthusiasts alike can learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention Unlike anything on the market, this book is the first of its kind to provide an in-depth guide to game texturing with hundreds of high-quality examples |
Online applications have been gaining wide acceptance among the general public Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet |
Get ready to build a complete, professional-quality 2D game engine from start to finish! `Advanced 2D Game Development` is your comprehensive guide to 2D game development using DirectX in the C++ programming language Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter |
Microsoft?s DirectX is a powerful set of application programming interfaces used for multimedia application development The latest version offers increased performance, better usability, and more power to create the next generation of interactive entertainment products that rival anything seen in the past |
Advanced 3D Game Programming with DirectX 10 0 provides a guide to developing cutting-edge games using DirectX 10 0 |
Text is an update to the prior text, Advanced 3D Game Programming Using DirectX 8 0; focusing on implementation changes to DirectX 9 0 |
Simply put, AI for Games and Animation: A Cognitive Modeling Approach shows how video game characters can be taught to `think` for themselves This groundbreaking title points the way for the future of intelligent gaming While this book features formal mathematical proofs of its arguments, it also provides a worthwhile overview of how today's video game characters are currently programmed, as well as future possibilities for making them `smarter` (and more realistic) through techniques borrowed from AI and robotics |
Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago But today's game players have grown in sophistication along with the games they play It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI |
In the last few years game theory has had a substantial impact on computer science, especially on Internet- and e-commerce-related issues More than 40 of the top researchers in this field have written chapters that go from the foundations to the state of the art Basic chapters on algorithmic methods for equilibria, mechanism design and combinatorial auctions are followed by chapters on incentives and pricing, cost sharing, information markets and cryptography and security |
Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist The first part of the book tackles algorithmic problems by presenting how they can be solved practicallyCombining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming |
How often have you heard `anyone can design a game?` While it seems likean easy job, game ideas are cheap and plentiful Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle |
Martin Wilde's cutting-edge exploration of the creative potential of game audio systems addresses the latest working methods of those involved in creating and programming immersive, interactive and non-linear audio for games The book demonstrates how the game programmer can create an software system which enables the audio content provider (composer/sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack This system (which is platform independent) is described step-by-step in Wilde's approachable style with illuminating case studies, all source codes for which are provided on the accompanying CD-Rom which readers can use to develop their own audio engines |
Awesome 3D Game Development: No Programming Required teaches aspiring game developers how to create their own computer games without programming skills and provides an in-depth understanding of how the game design process works Using hands-on tutorials and `drag-anddrop` game engines, readers learn to make and modify their own interactive 3D computer games, create models, and select game assets The CD-ROM has most of the demos of the development tools used in the book, including 3D GameMaker, Reality Factory, Multimedia Fusion, MilkShape 3D Modeler, and Paint Shop Pro |
This is one of the first books CRM published in game development and it has been very successful There are thousands of more game players today than there were in 2000 and many of these players want to know how to make their own games Most of these people are not programmers, however, so they need a non-programming why to learn and that's why this book works so well! |
The book's greatest strength: the fact that it is very much grounded in writing a game — Craig Andera, This highly-anticipated title provides a clear introduction to game programming for you, VBNET Practice Lead, Wangdera Corporation |
There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming Although there are also quite a few ¿game development¿ books on the market, few deal with 3D game development Those that do are mainly aimed at advanced readers |
Are you ready to try your hand at programming games using C#? `Beginning C# Game Programming` is your ideal introductory guide?designed to jumpstart your experience with C# and DirectX 9 |
Interactivity?the unique feature that sets games apart from other forms of entertainment The power of interactivity lies in the programming that occurs behind the scenes |
Are you an artist ready to try your hand at 3ds Max 8? Beginning Game Art in 3ds Max 8 gives you the skills you need to hit the ground running, covering the basics of this amazing program It is filled with step-by-step instructions and sample projects from actual games |
No matter how exciting the game and how realistic the visual effects, without catchy audio in the background it?s obvious that something is missing New developments in technology enable you to do things with audio that weren? |
Like music and movies, video games are rapidly becoming an integral part of our lives Over the years, you?ve yearned for every new gaming console, mastered each blockbuster within weeks after its release, and have even won a local gaming competition or two |
Welcome to the exciting world of the video game artist `Beginning Game Graphics` is your guide on a step-by-step path, beginning with the most basic modeling techniques and wrapping up with advanced workflows used by professional game artists It provides powerful and easy-to-use tools to get you started, and it covers many of the methods, philosophies, and proven techniques that can improve your game demos and help separate you from the crowd in the rapidly growing interactive entertainment industry |
Get ready to conquer the basics of building a strong level or mod for your games `Beginning Game Level Design` covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior You'll cover each important area of expertise that goes into creating a great level |
If you are new to game programming and want to learn how to create dynamic, robust, and fun 2D games, `Beginning Game Programming with Flash` is the book for you! Written for introductory game programming students and other enthusiasts, the book begins with an overview of the Flash graphical user interface (GUI), explaining the four main components of the Flash authoring environment: the stage, timeline, tools and panels, and symbols Once you are comfortable working with the GUI, you? |
Creating enticing game art can mean the difference between getting a game published or rejected Great game art can also be a very rewarding to the game designer! `Beginning Illustration and Storyboarding for Games` focuses on specific issues surrounding developing concept art for games |
Are you serious about learning how to create real, Java-based games for fun and sharing? Do you have a basic understanding of the Java programming language? If you? |
Successful game programmers understand that in order to take their skills beyond the basics, they must have an understanding of central math topics; however, finding a guide that explains how these topics relate directly to games is not always easy Beginning Math Concepts for Game Developers is the solution! It includes several hands-on activities in which basic math equations are used for the creation of graphs and, ultimately, animations |
Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API |
Beginning OpenGL Game Programming provides new game programmers with a complete introduction to 3D game programming using OpenGL All of the basic elements of OpenGL as it applies to game development are covered You will learn how to apply these elements to games |
Successful game programming requires at least a rudimentary understanding of central math topics While most books neglect the point-by-point details that are necessary to truly hone these skills, Beginning Pre-Calculus for Game Developers tackles each task head on, using easy-to-understand, hands-on exercises You will conquer the basics of these essential math topics and will then learn how to specifically apply each skill to the field of game programming |
`Beginning Scripting Through Game Creation` teaches basic programming concepts using simple games as examples The book is an introduction to scripting, focusing on logic, event handling, and application development using HTML and JavaScript, with some discussion of other programming languages Functions, variables, objects, and events are introduced |
Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don?t have to! |
Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don?t have to! |
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games However, the principles of sophisticated character design and interaction are not widely understood within the game development community |
Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional You'll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more User review A Solid Book This is the third book I've read regarding breaking into the industry |
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools |
Building XNA 2 0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award?winning title, The Dishwasher: Dead Samurai |
C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don?t apply to Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why |
From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content |
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be Each chapter covers a different topic important to game designers, and was taken from actual industry experience |
Learn how to animate emotion in your characters and add drama to your animation! Character Emotion in 2D and 3D Animation deals specifically with body language, facial expressions, emotional reactions, and other methods of giving characters emotion It also deals with adding emotion and drama to a scene or setting |
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can |
Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin) The convergence of games and film is a widely discussed and debated topic in the game industry Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven Spielberg, Tony Scott) are exploring the middle ground between the industries |
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U S -released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced |
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered |
Explore the training needed to become a computer game developer, a lucrative and exciting career Also gives readers a chance to examine how computer games are created - from an idea to a finished product |
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! |
Learn how to create commercial-quality game art and make it come alive in a 3D engine! `Creating Game Art for 3D Engines` is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters Using Autodesk® 3ds Max® to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game |
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It? |
For many players, games are entertainment, diversion, relaxation, fantasy But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games? |
With the increasing popularity of games that run on all PC platforms whether Windows, Mac, or Linux the search is on for game developers who can create cross-platform games Cross-Platform Game Development explains to both beginners and experts how to use cross-platform tools, provides tutorials on setting up and compiling key gaming libraries, and examines the necessary code and conceptual frameworks to get started on the path to making cross-platform games With this book: Discover how to create cross-platform games in C using the cross-platform editor Code::Blocks |
Teaches you how to write incredible multiuser games for the Internet using the Java programming language Lists the best Internet resources for game players and programmers Includes arcade-style game creation tips: game loops, sprites, collision detection, and realistic movement |
Data Structures and Algorithms for Game Developers teaches the fundamentals of the data structures and algorithms used in game development It provides programmers with a detailed reference to what data structures and algorithms are, and why they are so critical in game development It teaches new game programmers, students, and aspiring game developers how to create data structures and write algorithms using C++ |
Game programmers, check out the only book on data structures written especially for you! Described in layman's terms, this book will explain all of the essential data structures that are used in video game programming It will also go over some of the more advanced and specialized data structures, too |
Graphics play a central role in the computer gaming experience, and arcade-style games are no exception Designing Arcade Computer Game Graphics emphasizes the development of quality graphics for 2D arcade-style computer games, both online and offline, including such topics as game design and documentation, graphics tools, animation, proper color usage, and fonts Graphic designer and animator Ari Feldman provides a step-by-step example of designing 2D graphics and animation for an arcade-style game |
Designing Virtual Worlds is the most comprehensive treatment of virtual worlddesign to-date from one of the true pioneers and most sought-after design consultants It's a tour de force of VW design, stunning in intellectual scope, spanning the literary,economic, sociological, psychological, physical, technological, and ethicalunderpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs |
With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry Developing Serious Games is a practical handbook that details what? |
Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books |
DirectX 8 and Visual Basic Development fills an unmet need in the marketplace as the first book to explain how to use Visual Basic NET and DirectX 8 to create sophisticated multi-media applications Topics include networked games, 3D multimedia applications, enable Force Feedback joystick devices in their own applications, multimedia applications that allow for multiple user input devices, and multimedia applications that use music and sound |
Elementary Game Programming & Simulators Using Jamagic provides a comprehensive guide to using the Jamagic scripting language to program a complete 3D game Using a step-by-step approach, you can learn how to program professional flight simulation and ship simulation games with realistic physics, movements, collisions, sound, and music The book also teaches you how to import numerous 3D objects and models into your games, allowing for more time on the programming aspects of game development, rather than the details of artwork |
The future direction of game development is towards more flexible, realistic, and interactive game worlds However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths |
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout |
`Even though I've worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand ` -Peter Lipson, Toys for Bob, Inc |
Essential XNA Game Studio 2 0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360 Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter |
Focus on 2D in Direct3D teaches you all of the tools and tips you'll need to dive right in and begin creating your own games If you have some knowledge of C or C++ and have been searching for a guide that will take your 2D programming into the third dimension, then search no more! In this book you'll learn the skills you'll need to move from the 2D API to Direct3D |
Focus On 3D Models covers today's most popular 3D model formats! Every programmer can take advantage of this 3D model and animation reference because it contains models that range from simple to complex based upon the skills and knowledge of the programmer and their intended use Beginners can experiment with the easy-to-use basic 3D model formats |
This is the only curves and surfaces book for beginners It provides clear, practical explanations of curves and surfaces with the minimum of esoteric mathematical notation, making it far more accessible You will be able to work along with the material for a better understanding of the concepts and a working knowledge of practical applications |
You've seen the cool mods that other developers have created for games like Quake Now you're ready to try it for yourself All you need to dive in and start designing is a copy of Quake III, a creative idea, and this book! |
Focus On SDL is your key to writing programs faster and with greater ease Execute the same applications as with DirectX, but with more versatility SDL (Simple DirectMedia Layer) allows you to pack up your code and go! |
We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks The aim of Foundation Game Design with Flash is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch |
`A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java ` Dr Jack Bresenham, Retired IBM Senior Technical Staff Member Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility |
C++ game developers get everything they need to add sound, music, video cut-scenes, and other special effects to digital games? |
Game writers have a hard lot In order to compete, they're expected to write fantastic works of art and action that feature spectacular visual and physical effects, and which can render those effects with great speed If they don't write for the latest hardware (which is often barely stable), the designers end up with something that looks antiquated |
If you're a beginner searching for an easy-to-follow guide to creating artwork for games, `Game Art for Teens` is the ideal tool! Assuming no prior knowledge, it contains several step-by-step projects covering character modeling and animation, world and level creation, special effects, and art for 2D games It focuses on 3D model building, texturing, and animation along with traditional 2D painting and photo manipulation |
Within the world of video games, characters become almost living entities Through the use of logic and artificial intelligence, the video-game character is able to act and react to each situation As the designer, you hold the character's creative expression in your control |
A game is only as intriguing as the characters that inhabit its world Game Character Design Complete demonstrates each step of modeling, texturing, animating, and exporting compelling characters for your games You? |
`Game Character Development` takes you through all the steps needed to create compelling, highly-detailed characters for games This book is suitable for both beginner game artists and experienced designers who want to brush up their skills, and covers the latest character creation tools and technologies Throughout this book you will work step-by-step to create a finished character that incorporates all of the methods presented |
This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max Offering a complete overview of the 3D real-time character asset creation pipeline Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1 |
Expertly presents, from start to finish, the process of programming commercially viable computer games! This is the kind of book that you won?t let out of our sight |
Get ready to make fun and exciting computer games, no programming required! Game Creation for Teens shows teens and other beginners how to make their very own awesome games using the Games Factory 2, a simple drag-and-drop game creation system By the end of the book, you? |
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design |
As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning |
`Game Design, Second Edition` offers a behind-the-scenes look at how a game gets designed and developed?from the day the idea is born to the day the box hits the shelves This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources |
This hands-on `Marketplace` guide is packed with insider tips, techniques, resources, and time-proven advice from industry experts Key topics featured include how to find jobs in the interactive gaming field, how to start your own game company, how to protect your ideas and creative properties, how to find talented people to work on your creations, how to design killer games, how to negotiate contracts that work, and much more Cover Title |
Writing comprehensive design documents, accurately estimating tasks and schedules, setting up a comprehensive QA plan?these are all important aspects of the game development process that are often underplanned Game company executive Erik Bethke provides a guidebook that discusses these issues, along with detailed coverage of development methods and project management techniques, all from the perspective of someone who has learned the hard way and is still learning |
Lewis Moronta, Queens, New York, has been programming and working with computer graphics since 1996 Lewis began freelancing as a graphic designer in 1998 through his virtual studio, m80produxions com |
Toolset development is an extremely broad topic Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom |
`Game Feel` exposes `feel` as a hidden language in game design that no one has fully articulated yet The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play Feel and sensation are similar building blocks where game design is concerned |
`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 |
The interface is the heart and soul of a video game: it is the integral piece that allows a player to interact with the game In order to create a great interface, you must carefully plan every detail `Game Interface Design` helps you outline each step and define the goals for your interface |
Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them |
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world Physics engines are the software programs that run these simulations Building an engine is difficult, however |
`The most asked question at any game development channel on the Internet is `How do I start game programming?` This book helps beginners get started and provides them with enough information to create their own games It is a book that requires no previous experience with programming, but does assume a good understanding of computers |
Create your own high-caliber games with some of the same tools used by professional game developers! If you have a working knowledge of C or C++, then `Game Programming All in One, 2nd Edition` can get you started on your journey It uses hands-on projects to explain each new subject and includes many sample programs to reinforce the material in each chapter |
You've played plenty of games Now it's time to create your own! `Game Programming for Teens, Second Edition` helps you develop the skills you need to create every element of your first video game - from graphics and animation to sound and music |
Aimed at the working (or aspiring) Visual C/C++ game programmer, Game Programming Gems contains over 60 programming tips that have been gathered from more than 40 working game gurus The guiding principle in this book is to publish the best available tips for game programming; most of these fit into 10 pages or fewerIt you want to build your own games or are interested simply in how games work, this text provides an intriguing glimpse into how the pros create state-of-the-art 3-D animation |
Game Programming Gems 2, the second volume in this successful series, contains a completely new set of over 70 articles on diverse topics that can be used in your own game projects Written by game programming experts, each contribution provides a hands-on solution to programming problems, or a creative method for reducing programming time and redundancy Edited by Mark DeLoura, former editor-in-chief of Game Developer Magazine, and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine |
This ALL NEW volume in the Game Programming Gems series is filled with ready-to-use expert techniques, ideas, and solutions for game developers Innovative solutions that have been used successfully in commercial projects are provided, along with insightful tips and tools that reduce programming time and redundancy Covering all the key areas of game development, this invaluable resource combines the ideas of over 70 professional developers |
Uncover the secrets of the game industry?s best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers |
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 |
Maximize your team?s game development time! Writing computer games is hard |
The use of high-level languages in game development has been on the rise for several years This book serves as the ideal manual for those who wish to learn to program games using high-level languages It presents sample scripts and programming in a simple, straightforward way, organized in a reference-friendly manner |
Game Scripting Mastery is your key to the complicated issue of scripting It provides a detailed guide to the design and implementation of a full-featured game scripting system This book focuses on the design of procedural, C-style languages and their compilation to virtual machine code |
A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music And yet game sound has been neglected in the growing literature on game studies This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism |
`Game Testing All in One` focuses on testing fundamentals, including how to create a test plan as well as how to set up a test case tree It walks you through game testing basics, including topics like artificial intelligence, performance, and collision You will explore each of the major game genres and discuss key elements to consider when testing |
What exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work Every game developed is individual, but there are certain techniques and fundamentals that can be learnt to understand the creative process of game design, and those fundamentals will be discussed throughout this book |
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? `Going to War: Creating Computer War Games` shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book |
User review Excellent book Written simply and clearly, I found it really interesting to read Tho sometimes I'd wish more maths here,, User review Outstanding reference The first half (28 chapters) of this book address the needs of the graphics programming master, or master-to-be |
?The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines ?? |
User review Broad spectrum of visual tips, techniques and effects! `GPU Gems` edited by Randima Fernando (Addison-Wesley, 2004, ISBN 0-321-22832-4) is a collection of white papers describing techniques and practical applications useful in today's programmable graphical processing units The full color hardcover text is 816 pages and includes a CD-ROM that includes working demos and source for most of the articles presented in the book |
The capabilities and computational speed of today?s hardware have dramatically enhanced graphics technology These improvements happen so quickly, however, that it is often difficult for programmers to keep pace |
Introduction to 3D Game Engine Design Using DirectX 9 and C# illustrates the process of creating a simple 3D game engine During this process, author Lynn Harrison demonstrates many facets of the DirectX 9 software through clear-cut explanations and examples Throughout the course of the book, you'll develop an off-road driving game that brings such features as management of large scenes, environmental effects, and physics into play |
Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10 The book is divided into three main parts Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects |
Introduction to 3D Game Programming with DirectX 9 0 provides an introduction to programming interactive 3D computer graphics using DirectX 9 0, with an emphasis on game development |
Introduction to Game Programming with C++ explores the world of game development with a focus on C++ This book begins with an explanation of the basics of mathematics as it relates to game programming, covers the fundamentals of C++, and describes a number of algorithms commonly used in games In addition, it discusses several libraries that can help you manage graphics, add audio, and create installation software so you can get started on the path to making both 2D and 3D games |
With the power of today's personal computer, game developers no longer need to rely on low-level `tricks` to write computer games, Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games Java 2 Game Programming gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all |
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers |
(Matthew Tagliaferri) wanted a way to introduce the important principals of OOP and NET, and games seemed like a way to do it that everyone could appreciate and understand I think he really succeeded |
Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3 0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well |
Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research |
Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world?s hottest new gaming engine: Unreal Engine 3 Here? |
Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 is your start-to-finish guide to state-of-the-art Unreal Tournament 3 modding and level design Here?s everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! |
Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D vectors, transformations, game theory, or basic calculus This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to write these algorithms and programs, using a non-language-specific approach |
This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination |
Using XNA Game Studio 3 0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide Now, there? |
Bring your PC, Zune, and Xbox gaming visions to life with Microsoft XNA Game Studio Develop complete 2D and 3D games with step-by-step hands-on instruction, advice, and tips from two industry professionals Fully revised to cover the latest features, Microsoft XNA Game Studio Creator's Guide, Second Edition lays out the essentials of game programming alongside exciting examples and C# code samples Learn how to create 3D models, virtual worlds, and add stunning animation |
Foreword by Tom Miller Developer, XNA Game Studio Express, Microsoft Corporation Microsoft XNA Unleashed provides comprehensive coverage and solid instruction on how to leverage the XNA Framework to create high quality games for Windows and the Xbox 360 The author shows you how to take full advantage of the many features the XNA Framework provides; you will learn the intricacies of important tasks such as adding sound and music to games, as well as creating, loading, and texturing 3D objects In addition to providing coverage of 2D programming, the author shows you how to create sophisticated 3D games |
The title says it all: with Modeling, UV Mapping, and Texturing 3D Game Weapons you ll learn how to model, UV map, and texture first- and third-person game weapons in a step-by-step progression from simple to complex The book begins with a lesson on customizing your modeling application for ease of use, and then turns to weapon creation Each weapon from a samurai sword to a modern high-velocity, fully automatic machine gun is first modeled and optimized, then UV mapped, and finally textured for realism |
Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories |
Multiplayer Game Programming enables you to write your own completely Internet-ready video games using DirectX and/or sockets This book reveals techniques and secrets of online gaming technology and teaches you the skills necessary to get involved in the video game industry This book is perfect for hobbyist programmers who want to learn how to write online video games, software programmers wanting to move to online game programming, and the millions of video game players who want to learn about the technologies used in online video games |
The computer game industry is clearly growing in the direction of multiplayer, online games Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services Correspondingly, knowledge of the underlying network's capabilities is vital for game developers |
Create your own Flash games for the Wii Whip up awesome Wii games using Flash and ActionScript Nintendo Wii Flash Game Creator's Guide lays out each next-generation technique alongside real-world examples and cut-and-paste code samples Learn how to design exciting Flash animations, create cool characters, simulate realistic motion, and use the Wii remote control in innovative ways |
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute solutions Readers are taught how to write reusable code that they will actually reuse along with games that require component technology |
The Butterfly Grid is a multilayered architecture that provides a platform-independent window into a massively multiplayer world For gamers, it means an unlimited number of varied devices can seamlessly connect to one world For developers, it offers an easy-to-use API and toolset for integration with a game engine |
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so |
First, you can get the source code directly from Apress' website Second,, the implementations are in simple terms |
Physics Modeling for Game Programmers demystifies the variety of physical models on the forefront of the next major revolution in game development that will add photo-realism to games: Sound, Wave Motion, Light, Fluids, Fabrics, and Solids The book covers high-level material while making it accessible to a wide range of readers Each subject covered includes illustrations and fun, visual examples |
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made This book offers the opportunity to harvest this expertise with one volume The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques |
Java? is gaining more and more acceptance in the game development community, and with good commercial-quality Java games on the market, it will become a definitive choice Practical Java Game Programming identifies the technological path developers need to take to make this happen |
Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands� Java gaming expert Andrew Davison will show you how to develop and program 3D games in Java technology on a PC, with an emphasis on the construction of 3D landscapes It's assumed you have a reasonable knowledge of Java - the sort of thing picked up in a first Java course at school Topics are split into three sections: Java 3D API, non-standard input devices for game playing, and JOGL |
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase |
You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems With Microsoft's new XNA Framework, the only thing limiting you is your imagination Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games |
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included? |
Programming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic User review Good book, defiantly teaches by example This is the book used in my AI and Data Structures programming class at DeVry University in their Game and Simulation Programming major |
Complete guide to developing Linux games, written by the Linux gaming experts Discusses important multimedia toolkits (including a very thorough discussion of the Simple DirectMedia Layer) and teaches the basics of Linux game programming Readers learn about the state of the Linux gaming world, and how to write and distribute Linux games to the Linux gaming community |
Amazing graphics, kickin' tunes, and an awesome story--these are the makings of a great role playing game and now they're all covered in one book! Programing Role Playing Games with DirectX covers all aspects of creating role playing games--from storyline development to hard core programming techniques that bring landscapes, music, and graphics to life It offers more technical information than some of the theory-based books on the market and gives you the information you need to know regarding character building--the main component of computer-based role playing games |
I was fascinated with Wei-Meng Lees book on Sudoku programming My interest stemmed from the subject matter, Sudoku, and the way in which Wei-Meng Lee structured his book ? |
Now go beyond mere play and design your own games on the Gameboy Advance! The only book of its kind on the market, Programming the Nintendo Game Boy Advance: The Unofficial Guide is written in an easily understood manner suitable for beginning games developers If you're a more advanced programmer, you can go right to the sections describing the hardware systems |
When newer graphics cards started offering a programming interface to their graphics-processing unit (GPU), there was a fundamental change from fixed-function to programmable graphics hardware This fundamental change offers a whole new level of opportunities for real-time graphics programmers using shaders not only allows you to create unique games and graphics, but it allows you to be far more creative |
IF EVIL'S YOUR NAME, THEN THESE ARE YOUR GAMES! Always wanted to be a genius game creator? This Evil Genius guide goes far beyond a typical programming class or text to reveal insider tips for breaking the rules and constructing wickedly fun games that you can tweak and customize to suit your needs! |
The how-to guide for creating computer games! Intermediate and advanced programmers learn how to use object-oriented programming to write computer games |
Security measures are a critical piece of the game development process because they not only affect the player?s ability to safely access and enjoy a game but a publisher?s ability to profit from it |
Create your own levels and game mods Build single- and multi-player levels, add scripts, and share your mods Ever wonder what Quake 4 would be like if it included that especially cool weapon you dreamed up? Here's the fun and easy way? to find out |
With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes Many of todayfs popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming |
There are many books that describe the theory behind rendering techniques without walking the reader through actual source code There are also samples available on the internet that supply source code without explaining how and why the code works There are very few resources available that walk the reader all the way from the theory to the implementation details |
Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs--but in real time Here is a book that will bring this cutting-edge technology to your computer Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders |
Game developers, scientists, engineers, and graphics professionals will find techniques in this book?s four usable sections: IFundamentals: A concise introduction to the science of shading, lighting, and texturing, and the structure of modern graphics hardware |
This book covers Flash for the everyday developer The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience This book helps bridge the gap for these coders who may be used to C , Java, or C# and want to move over to Flash |
The introductory chapters provide a solid basis in using Direct3D and DirectSound in a 2D gaming environment, providing not only the necessary theoretical discussions, but also sample programs that demonstrate the concepts discussed Once the reader learns these basic DirectX techniques, the book leads the reader through the design and programming of a console-style computer role-playing game As the reader builds the game piece by piece, he not only applies what he's learned about Direct3D and DirectSound, but also learns the fundamental skills needed to program games |
As the game industry continues to grow, you might be considering jumping in, but before you do, read what the insiders have to say and learn from their experiences You?ll explore the inner workings of the game development and publishing industry through the experiences and insights of industry experts |
The proceedings to `Serious Games on the Move 08` will contain all results of this conference on game software applications that are designed to do more than entertain The focus of the contents lie on research results and developments in the rapidly moving field of serious games and their potential use in education and training as well as in the presentation of several showcases The proceedings will address the following three topics: 1 |
Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of shader programming All of the articles evolved from the work and experiences of industry pros, and all of the sections were edited by shader programming experts |
Software engineering leads to better software products This book teaches readers how to develop games according to a design and follow a standardized approach to game development It provides a multitude of exercises that show just how software engineering practices can improve your game |
Strategy Game Programming with DirectX 9 0 covers everything necessary for you to create a strategy game using C++ and DirectX 9 0 |
Team Leadership in the Game Industry arms you with the information you need to face and meet the challenges of finding, supporting, and retaining a talented team of employees Specifically addressing the unique needs of managers in the game industry, this book recognizes a common issue: game development teams consisting of talented specialists who lack interpersonal and leadership skills Filled with tips and advice from industry pros, you? |
User review Pioneer work but only personal opinion As written in the early eighties, this book is one of the pioneer works seriously about video game It talks about such topics as what is a game, why people play games, and how to design a game The author's rich and plentiful experience in game design is undeniable, but the arguments in the book are somewhat restricted only to his own personal opinions |
Anyone can master the fundamentals of game design - no technological expertise is necessary The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames Good game design happens when you view your game from many different perspectives, or lenses |
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames |
This book explores the lifecycle of digital games Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment |
This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts |
A perfect and direct starting point for a beginner game texture artist! `The Dark Side of Game Texturing` is also an excellent reference for intermediate artists, or for those who want to further their digital art skills Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein |
The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play |
Get a behind-the-scenes view of what it takes to succeed in the game industry with this unique guide written specifically for producers This book serves as an ideal reference for students who want to acquire the knowledge and skills to succeed in this burgeoning industry, and in the future of entertainment For veterans in the game industry, this book includes several valuable lessons that can help enhance their professional skills |
After playing the same levels or flying the same airplane over and over, many avid gamers quickly tire of their games Now, with gmax supported games, they have a 3D modeling tool that is easy to use, comes with documentation, and includes a common framework that can be used to modify many popular games The gmax? |
If you?re a video game enthusiast, then you?ve probably thought more than once about creating your own games |
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices In the United States alone, the video game industry raked in an astonishing $12 |
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs |
Do you like playing video games and want to learn how to make your own games for fun so you can show off your creations to your friends? Or are you interested in the becoming a designer in the game industry and need help getting started? Wherever your interest in game creation lies, `Torque for Teens` will teach you the techniques you need to design your very own video games using the powerful 3D computer game engine, Torque |
New from bestselling video game guru, André LaMothe, Tricks of the Windows Game Programming Gurus provides an incredibly rich tour of today's video game programming techniques for the Microsoft DirectX gaming platform The incredibly rich detail within this book on virtually all facets of game development on the DirectX platform is what sets it apart from other titlesFilled with entertaining and challenging code examples in C, this book sets a high standard as a tutorial for getting started with game programming and will certainly earn a place on the bookshelf of any working (or aspiring) game developer |
Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic Andre teaches the reader 2D graphics and rasterization techniques Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book |
Build games with techniques and insights from a pro Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more |
The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introduction to the range of literatures and approaches currently contributing to digital game research Each of the chapters outline key theoretical perspectives, theorists, and literatures to demonstrate their relevance to, and use in, the study of digital games |
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Kick start game development, and build ready-to-play 3D games with easeUnderstand key concepts in game design including scripting, physics, instantiation, particle effects, and moreTest & optimize your game to perfection with essential tips-and-tricksWritten in clear, plain English, this book is packed with working examples and innovative ideasThis book is based on Unity version 2 5 and uses JavaScript for scripting In Detail Game engines are central to the video games we know and love |
Unreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor You? |
The increased complexity of the hardware in video game consoles such as the PlayStation 2, GameCube, and Xbox and other embedded systems has resulted in a demand for programmers knowledgeable in vector-based program-ming * Understand all aspects of vector-based programming using the PowerPC, AltiVec, MIPS, x86, SIMD processorsVector Game Math Processors explains how to write parallel-based floating-point and integer-based math algorithms for use in video games as well as scientific applications |
Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, `Video Game Design Revealed` will show you the steps and processes involved in bringing a video game from concept to completion Beginning with an overview of the history of video games and an examination of the elements of successful games, the book breaks down the video game design process into its simplest elements and builds from there You'll learn how to take an idea and tweak it into a viable game based on the genre, market, game style, and subject matter, moving on to creating and organizing a timeline for the production of the game |
From Madden NFL 2007 to Grand Theft Auto: Vice City, videogames are firmly enmeshed in modern culture Acknowledging the increasing cultural impact of this rapidly changing industry, Videogames and Art is one of the first books devoted to the study of videogame art, featuring in-depth essays that offer an unparalleled overview of the field The distinguished contributors range broadly over this vast intellectual terrain, positioning videogame art as a crucial interdisciplinary mix of digital technologies and the traditions of pictorial art |
Vintage Games explores the most influential videogames of all time, including Super Mario Bros , Grand Theft Auto III, Doom, The Sims and many more Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry |
Imagine visiting friends hundreds of miles away without having to leave your own home Visualize touring structures or monuments that have yet to be built What if surgeons could operate on patients that were in another country? |
Get ready to create your first complete 2D-based role-playing game using Visual Basic 6 0 If you have experience using Visual Basic, you already have the essential skills that you need |
Think Visual Basic is just to slow to write a decent game? Think again! Microsoft Visual Basic Game Programming with DirectX gives you all of the tricks and techniques that you need to create awesome games using Visual Basic |
Designed for game programmers interested in developing mobile phone applications, Wireless Game Development in C/C++ with BREWTM uses QUALCOMM® s BREW development environment to illustrate a variety of techniques in the field of wireless phone games From the basics of the BREW SDKTM and bitmap graphics to wireless networking and applet distribution, this book takes you through the fundamentals of the API, including graphics, sound, and input, and brings it all together with a complete example of a working game User review Excellent Amazing Wonderful This book is a great gift for BREW developers, Out of two books available for the Qualcomm's BREW this one has definitely more advantages, Even it doesn't matter that you are a Game Developer or not this will help you if you want to a become a BREW developer |
Designed for programmers who want to capitalize on the growing mobile game market, Wireless Game Development in Java with MIDP 2 0 illustrates the programming and development of games for wireless phones using J2ME and MIDP 2 0 |
Join the game development revolution today! XNA greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments |
Join the game development revolution today! XNA 3 0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development |
XNA Game Studio Express: Developing Games for Windows and the Xbox 360 is the ultimate resource for hobbyists and students who want to write games for Windows and the Xbox 360 game console Learn how you can create your own games using the amazing tools of XNA and Game Studio Express, the free game development tools and APIs from Microsoft, based on the incredibly popular Visual Studio IDE You'll begin with an introduction to the XNA platform and the Game Studio Express development environment |
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