Archive for the 'Game' Category
Beginning DirectX 9
Welcome to the exciting world of 3D graphics creation with DirectX 9! "Beginning DirectX® 9" is your introductory guide to creating realistic virtual worlds and characters for games. This true beginner's guide offers easy-to-follow instructions for getting your first DirectX program up and running. Then it's on to 3D concepts and Direct3D® as you use DirectX 9 to begin designing and building your own 3D worlds. Expand your DirectX knowledge with an introduction to sound processing with DirectSound® and user input with DirectInput®. Wrap things up as you complete a comprehensive project that shows you how to apply each new concept. Bring amazing fantasy worlds to life with the power of DirectX 9!
Learn Vertex and Pixel Shader Programming With Directx 9
This book covers all the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Text shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9. Covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. For game developers.
Videogames and Art
Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry. The book details specialized areas of the subject such as machinima and games console artwork and includes a series of individual interviews with both established and emerging videogame artists. In addition to the aesthetic design and production of this area of digital art, contributors examine works of politically-orientated videogame art which depict a critical engagement with the social or cultural issues of its time. Following this review of the genre's artistic elements, the book diverts into a broader critical appraisal of the commercial games industry, posing several polemical pieces upon the present quality and originality of video games in general. The book provides a thorough yet accessible introduction to those interested and involved in the academic study of videogame art.
Real-time 3D Character Animation with Visual C++
Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist’s problems; learn how to keep the characters interesting while not exhausting the game engine.
Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.
Beginning Math and Physics for Game Programmers
Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
Game Design, Second Edition
"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. It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role in the industry, understanding this entire process will help you do your job better. And if you're looking to break in, you'll find knowledge here that is usually only attained after years in the trenches.

















