Tricks of the Windows game programming gurus

21 ноября 2010
"Tricks of the Windows Game Programming Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic.Показать полностью"Tricks of the Windows Game Programming 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.
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Tricks of the Windows Game Programming Gurus

21 ноября 2010
New from bestselling video game guru, Andre 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.Показать полностьюNew from bestselling video game guru, Andre 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. Filled 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. 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 titles. The author, a truly legendary game programmer, conveys his expert knowledge with a sense of authority and flair in a massive format (nearly 1,000 pages). After a tour of basic Windows C programming, this book centers on Microsoft DirectX for game development. Though most of the printed book centers on DirectDraw (for 2D APIs), these APIs are used to render 3D worlds. (A wide variety of articles on Direct3D are included on the accompanying CD-ROM.) The author also shows how to get the most out of other Microsoft APIs for high-performance gaming, including sound (DirectSound and DirectMusic) and input (with DirectInput). Rarely does the ordinary programmer get a glimpse into the high-powered world of video game development. That’s what’s offered here with plenty of techniques and tips for creating leading-edge game effects (such as simulating the laws of physics in your games, like gravity, or creating smarter characters with artificial intelligence). Whether you are an aspiring game developer or an interested game enthusiast with a programming background who wants a peek under the hood, Tricks of the Windows Game Programming Gurus shows you how it’s done in an exciting, technically rich, and authoritatively told tutorial on how to use DirectX for creating realistic video games.
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Shaders for Game Programmers and Artists

21 ноября 2010
Shaders for Game Programmers and Artists — the title says it all. This book does something that other shader books don't. It focuses solely on shaders and their creation.Показать полностьюShaders for Game Programmers and Artists — the title says it all. This book does something that other shader books don't. It focuses solely on shaders and their creation. You'll use ATI’s RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive exercises at the end of each chapter allow you to test your skills by expanding upon the shader you've just developed. Whether you are an engineer or a technically minded artist, you've finally found the ideal guide for mastering shaders!
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Introduction to 3D Game Programming With DirectX 9/0

21 ноября 2010
This book instructs the reader from the beginning by teaching the underlying mathematics and 3D theory necessary to make sense of the DirectX 9 API.
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Beginning Game Audio Programming

21 ноября 2010
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’t possible before, but they also make it necessary to find a guide that walks you through the technical hurdles.Показать полностьюNo 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’t possible before, but they also make it necessary to find a guide that walks you through the technical hurdles. Beginning Game Audio Programming covers the challenges that you will face as you create sound effects and music for your games and gives you the information you need to face these challenges head-on. You’ll learn how to compose dynamic music and program 3D sound. There’s even coverage of using DirectPlay Voice for real-time voice chat in your games! If you are comfortable with C++ and DirectX, then you’re ready to dive into the exciting world of audio with Beginning game Audio Programming.
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Game Development with ActionScript

21 ноября 2010
Are you ready to jump into the world of game development? “Game Development with ActionScript” is the guide that can show you the way! You?ll cover the basics of programming with ActionScript and will explore the incredible development possibilities offered by Macromedia Flash MX 2004.Показать полностьюAre you ready to jump into the world of game development? “Game Development with ActionScript” is the guide that can show you the way! You?ll cover the basics of programming with ActionScript and will explore the incredible development possibilities offered by Macromedia Flash MX 2004. You'll develop the animation techniques you need to keep players coming back for more. Transform your game as you learn how ActionScript can be used to create amazing sound effects that flow seamlessly into your game?s script. When you?re ready, move on to advanced math and components topics that can take your game to new levels of realism. By the time you're finished, you'll be able to put everything you've learned together and begin creating amazing, eye-popping games!
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Sams Teach Yourself Game Programming in 24 Hours

21 ноября 2010
Sams Teach Yourself Game Programming in 24 Hours demystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming.Показать полностьюSams Teach Yourself Game Programming in 24 Hours demystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming. The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music. A fully functional game engine provides readers with the ability to create their own future games.
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Game Design Foundations

21 ноября 2010
Game Design Foundations provides an easy-to-follow process for game designers to express their concepts and begin the development process. Game designer Roger E.Показать полностьюGame Design Foundations provides an easy-to-follow process for game designers to express their concepts and begin the development process. Game designer Roger E. Pedersen explores the various game genres, discusses the research process, and explains the basics needed to understand programming, artwork, sound and audio, testing, and scriptwriting (both linear and non-linear). The book provides extensive examples to illustrate the game development process and includes more than 1,200 game ideas. Learn the tools and secrets of a game designer with 20 years of experience and more than 50 gaming titles to his credit. Learn how to thoroughly research your concept. Find out about the tools needed for sound, music, and 2D and 3D art animation. Discover the variety of 3D engines that are available for game development. Understand the basics of programming, scriptwriting, artificial intelligence, testing, and the user interface. Learn how to design and write important documents including the one pager, executive summary, and design document. Analyze the numerous examples provided for ways to get your game idea and vision documented and ready to be developed.
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AI Game Programming Wisdom

21 ноября 2010
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.Показать полностьюLearn 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.
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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics

21 ноября 2010
GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting-edge developers.Показать полностьюGPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting-edge developers. It focuses on the programmable graphics pipeline available in today’s graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.
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Game Design Theory and Practice

21 ноября 2010
In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project.Показать полностьюIn the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text. Follow the entire game development process, from brainstorming a game idea and establishing the focus to getting the gameplay working and playtesting. Learn the techniques of top game designers through in-depth interviews. Learn how to most effectively document your game idea.
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Software Engineering and Computer Games

21 ноября 2010
"This book should be a requirement of anyone that wants to write games-period" — Andre Lamothe, author and CEO of Xtreme Games. Software Engineering and Computer Games was written with four broad goals: — To teach a lively style of object-oriented software engineering. — To show how to bring a complete program to the level of a commercial release. — To provide a “game engine” framework of linked classes for game development. — To help students create computer games that are interactive, rapidly executing, and visually beautiful. It uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to make use of them in the design process.The book covers nine topics: — Basic software engineering principles and techniques — How to organize and complete a substantial software project. — Practical examples of object-oriented design and programming. — The design of computer games. — Simulating physics inside our computer-generated worlds. — Artificial life, or how to simulate live creatures inside a computer program. — How to use two and three-dimensional computer graphics. — Windows programming with the Microsoft Foundation — Classes, or MFC. — How to develop a project using Microsoft Visual Studio (Either Version 6.0 or .NET)
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Game Development Business and Legal Guide

21 ноября 2010
Think that you know all you need to know about creating and publishing a really great game? That may be true, but do you know everything that you need to know to legally protect yourself and your game? “Game Development Business and Legal Guide” gives you a comprehensive introduction to the legal issues that you will face as you make your way through the adventure of professional game development.Показать полностьюThink that you know all you need to know about creating and publishing a really great game? That may be true, but do you know everything that you need to know to legally protect yourself and your game? “Game Development Business and Legal Guide” gives you a comprehensive introduction to the legal issues that you will face as you make your way through the adventure of professional game development. From financing your game development venture to protecting your intellectual property, from negotiating contracts with publishers and employees to the landscape of licensing and distribution, “Game Development Business and Legal Guide” will familiarize you with crucial legal terms and concepts. This knowledge will help you become more efficient when dealing with your lawyers and develop a legal radar to alert you to trouble before it strikes.
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Game Testing All in One

21 ноября 2010
Covering roles and duties of a game tester, this in-depth text reveals how to apply software test engineer methodologies to the game industry. You'll learn how to quickly produce useful test documents, capture important data, and analyze measurements.
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Learn VB .NET through game programming

21 ноября 2010
This self-paced learning tool is designed to help any developer master the basics of object-oriented programming (OOP) with Microsoft Visual Basic .NET and illustrates concepts with definitive and intuitive game programming examples.
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Games People Don't Play

21 ноября 2010
This book is a state-of-the-art look at combinatorial games, that is, games not involving chance or hidden information. It contains a fascinating collection of articles by some of the top names in the field, such as Elwyn Berlekamp and John Conway, plus other researchers in mathematics and computer science, together with some top game players.Показать полностьюThis book is a state-of-the-art look at combinatorial games, that is, games not involving chance or hidden information. It contains a fascinating collection of articles by some of the top names in the field, such as Elwyn Berlekamp and John Conway, plus other researchers in mathematics and computer science, together with some top game players. The articles run the gamut from new theoretical approaches (infinite games, generalizations of game values, 2-player cellular automata, Alpha-Beta pruning under partial orders) to the very latest in some of the hottest games (Amazons, Chomp, Dot-and-Boxes, Go, Chess, Hex). Many of these advances reflect the interplay of the computer science and the mathematics. The book ends with an updated bibliography by A. Fraenkel and an updated and annotated list of combinatorial game theory problems by R. K. Guy.
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3D Game Engine Programming

21 ноября 2010
Developing your own 3D game engine can be a demanding task. If you?re up for the challenge, then “3D Game Engine Programming” is ready to take you through each step.Показать полностьюDeveloping your own 3D game engine can be a demanding task. If you?re up for the challenge, then “3D Game Engine Programming” is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills behind you, you?re ready to tackle the mathematical concepts and API-independent interfaces that will add up to your working game engine. This book takes you beyond simply building your game engine, showing you how you can apply it to implement a network deathmatch first-person shooter. You?ll also cover additional tasks such as implementing a level editor to build your own 3D levels from scratch with a graphical user interface.
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Game Programming All in One

21 ноября 2010
Game Programming All in One offers just that-a one-stop guide that provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development.Показать полностьюGame Programming All in One offers just that-a one-stop guide that provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development. Less experienced developers can start with the basics of C++ programming and can test their skills by developing two simple text games. After that, you're ready to move on to Windows programming and the main components of DirectX: DirectX Graphics, DirectSound, and DirectInput. Enhance your game design skills as you build a game library that you will use throughout the remainder of the book. The final sections cover advanced programming topics including mathematics, physics, and artificial intelligence. Put your new skills to the test as you conclude by building a full game.
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The Art of Software Architecture: Design Methods and Techniques

21 ноября 2010
Uncover the necessary steps to building successful software applications.
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Software Architecture in Practice (Second Edition)

21 ноября 2010
This award-winning book, substantially updated to reflect the latest developments in the field, introduces the concepts and best practices of software architecture-how a software system is structured and how that system’s elements are meant to interact.Показать полностьюThis award-winning book, substantially updated to reflect the latest developments in the field, introduces the concepts and best practices of software architecture-how a software system is structured and how that system’s elements are meant to interact. Distinct from the details of implementation, algorithm, and data representation, an architecture holds the key to achieving system quality, is a reusable asset that can be applied to subsequent systems, and is crucial to a software organization’s business strategy. Drawing on their own extensive experience, the authors cover the essential technical topics for designing, specifying, and validating a system. They also emphasize the importance of the business context in which large systems are designed. Their aim is to present software architecture in a real-world setting, reflecting both the opportunities and constraints that companies encounter. To that end, case studies that describe successful architectures illustrate key points of both technical and organizational discussions. Topics new to this edition include: Architecture design and analysis, including the Architecture Tradeoff Analysis Method (ATAM) Capturing quality requirements and achieving them through quality scenarios and tactics Using architecture reconstruction to recover undocumented architectures Documenting architectures using the Unified Modeling Language (UML) New case studies, including Web-based examples and a wireless Enterprise JavaBeans(TM) (EJB) system designed to support wearable computers The financial aspects of architectures, including use of the Cost Benefit Analysis Method (CBAM) to make decisions If you design, develop, or manage the building of large software systems (or plan to do so), or if you are interested in acquiring such systems for your corporation or government agency, use Software Architecture in Practice, Second Edition, to get up to speed on the current state of software architecture.
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