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Archive for the 'Game' Category

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.

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  in Game, IT eBooks
mrblue, October 20, 2006

With over 13 million shipped, the Sony PlayStation Portable, or PSP, is one of the fastest selling game consoles in history. In this essential guide, gaming expert Joel Durham, Jr. shows readers how to get the most out of this revolutionary handheld game console. After an initial tour around the interface, Joel will introduce the readers to the multimedia possibilities of the PSP, including gaming, movie playback, organizing and playing music, organizing and displaying photographs, and web surfing and RSS. In addition he will walk readers through how to use the device on a network, how to get the most life from the battery, how to pick a headset, how to set up a WLAN and more.

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mrblue, October 19, 2006

GameInterfaceThe 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. It covers the interface from the first image that appears onscreen to the information displayed during game-play. You?ll cover basic design and art principles, explore the world of interface buttons as you learn how to create your own functioning button, and find out how to substitute images and icons for onscreen text. You?ll also learn how to incorporate animation and use Flash to create an amazing, interactive interface. Along the way, you?ll get a glimpse into the video game industry, including developer and publisher relationships, schedules, budget constraints, and politics of the industry.

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1 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 5
  in Game, IT eBooks
mrblue, October 7, 2006

QuakeCreate 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. Start by creating a basic level, and then discover how to include your own weapons and effects, change colors, add textures, and send your creations out into the world.

Everything you need to get started -

  • Adobe® Photoshop® Elements tryout version
  • WinZip® evaluation version
  • The Compressonator and NormalGapGenerator by ATI Technologies, Inc.
  • Sample tools, textures, and examples from the book
  • For details and complete system requirements, see the CD-ROM appendix.

Discover how to

  • Work with various modding tools
  • Develop a map
  • Alter user interfaces
  • Paint and decorate your level
  • Script advanced actions
  • Distribute your creations online

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1 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 51 vote, average: 5 out of 5
  in Game, IT eBooks

MayaGame animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator"s Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It"s the perfect reference and tutorial for those looking to develop or refine their game animation skills.

The enclosed CD features more than $3000 worth of exclusive content, including models, high-resolution textures, animations, concept art, and animation reference videos. It also includes the Maya Personal Learning Edition and project files so you can complete the hands-on tutorials.

The Game Animator"s Guide to Maya gives you an insider"s view of the animation business and teaches the skills necessary to animate everything from characters to vehicles to lip-synching audio. First, you"ll get an introduction to the industry and typical game development pipelines, then learn rigging and animation basics before moving on to advanced techniques and the detailed tutorials. Inside, you"ll find:
* Game Career Guide: Industry information, demo reel advice, job descriptions, game asset pipeline overview
* Animation Techniques: detailed explanation of animation terms, techniques, tools, concepts, and editors
* Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, selection handles, and more
* True Game Animation: real-world assignments that mimic the day-to-day jobs of professional game animators–walk cycles, run cycles, idle cycles, action sequences, lip-synching to audio, and more

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3 votes, average: 4.33 out of 53 votes, average: 4.33 out of 53 votes, average: 4.33 out of 53 votes, average: 4.33 out of 53 votes, average: 4.33 out of 5
  in 3D, Game, IT eBooks

Since Google is currently master of the universe you need to understand what Google is looking for when it ranks web pages. This book not only does that but goes into detail of other Google services like froogle, adsense and adwords.

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ganelon, September 16, 2006

Challenge and conflict aspects are enough for defining a game in an abstract sense. However, in order to be played, the game needs to be concretized into a representation. This representation can be a cardboard and plastic pieces as well as three-dimensional graphics rendered on a computer screen. The players themselves can be the representation, such as in the children’s game of tag. Regardless of the representation, there must exist a clear correspondence to the rules of the game.Apart from these formal features, the game play also includes subjective elements such as immersion in the game world, a sense of purpose, and a sense of achievement from mastering the game. One could argue that the sense of purpose is essential for the immersion. What immerses us in a game (as well as in a book or a film) is the sense that there is a purpose or motive behind the surface. In a similar fashion, the sense of achievement is essential for the sense of purpose (i.e. the purpose of a game is to achieve goals, points, money, recognition etc.).

From a human point of view, we get satisfaction in the process of nearing a challenging goal and finally achieving it. These aspects, however, are outside the scope of our current discussion, and we turn our focus to a subset of games, namely, computer games.
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Game developers will turn to this book for the latest information on Game programming technology. It shows in detail how to use Java to program games for interactive use on the Internet and World Wide Web. Since the Net represents the next evolutionary step for game programming, this book is sure to be a hit. - Details information on the Java Developer’s kit, class libraries, and multi-player gaming

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ganelon, September 4, 2006

This book teaches you how to create your own role-playing game (RPG) using Visual Basic and DirectX.I teach you,step-by-step,how to construct each part ofthe game using DirectX components such as Direct3D.Ifyou think RPGs are fun to play,wait until you start working on your very own! Constructing an RPG is far more interesting than playing one, because you are in complete control over the RPG world,and you can let your imagination loose to create adventures for others to enjoy.

Before you can get to the point where you can design an adventure and build an RPG with Visual Basic,you need to learn the language and get up to speed on DirectX.My goal with this book is to teach you just what you need to know in order to make this happen,without going into detail.You learn what you need to know to construct an RPG and nothing more.

You might choose to use a product such as RPG Maker, rather than writing your own RPG with Visual Basic.That is certainly a good alternative,but wouldn’t it be more interesting to have complete control over how the game works? Certainly you can create many complete RPGs of your own design with RPG Maker in the time it takes to build just one RPG from scratch and doing all of your own programming. But after writing your own code,you have learned a promising skill—game programming! In addition,you have complete creative control over how the game operates.

This book reads like a hobby book, with no pressure and limited goals, because the primary purpose is to help you have fun learning about game programming. Typing long source-code listings out of a book is not fun,so I don’t ask you to do that in every single chapter. Instead, you learn to write short programs to demonstrate the major topics in each chapter, and over time you get the hang of it. There is no memorization required here,as I’m a firm believer that repetition—practice—is the best way to learn,not theory and memorization.

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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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3 votes, average: 5 out of 53 votes, average: 5 out of 53 votes, average: 5 out of 53 votes, average: 5 out of 53 votes, average: 5 out of 5
  in 3D, Game, IT eBooks
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