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eBooker, August 18, 2009 Comments Off

DarkBASIC Pro Game Programming, Second Edition

DarkBASIC Pro Game Programming, Second Edition

Product Description
Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBasic Professional. This easy-to-use language handles the entire game engine for you, so you are free to focus on designing and playing your own games. Written for beginners with no programming experience, DarkBASIC Pro Game Programming, Second Edition is a welcome change of pace from traditional game programming books. You won’t need to spend time figuring out how the game engine works, but only what the game is supposed to do.

You will be able to create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBasic runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games!

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eBooker, August 18, 2009 Comments Off

Game Programming All in One, Third Edition

Game Programming All in One, Third Edition

Product Description
Game Programming All in One, Third Edition gives aspiring game programmers the skills that are needed to create professional-quality games. If you have a working knowledge of C or C++ and are ready to expand your skills into the field of game programming, then get ready to begin your journey with this latest edition! You won’t cover the topic of programming in general, but rather the specifics of programming for games. Using the cross-platform Allegro game library, you’ll learn how to write complete games that will run on almost any operating system. Both Windows® and Linux® screenshots are displayed throughout. Using the techniques taught within this book and the tools included on the CD-ROM, you’ll be able to write standard Windows and DirectX® programs without the cost of an expensive compiler.

About the Author
Jonathan S. Harbour is an Associate Professor of Game Development at the University of Advancing Technology in Tempe, Arizona. His current game project is Starflight: The Lost Colony (www.starflightgame.com). He lives in Arizona with his wife, Jennifer, four children (Jeremiah, Kayleigh, Kaitlyn, Kourtney), a dog (Lucy), a cat (Missy), and six temperamental computers (ages 1 to 8). He can be reached at www.jharbour.com.

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eBooker, August 11, 2009 Comments Off

Programming Role Playing Games with DirectX

Programming Role Playing Games with DirectX

Product Description
No game draws a player into its world in quite the same way as a role-playing game does. In role-playing games, players break through the barrier that exists between their actions and the fantastic world that they’re navigating through and instead become an inhabitant of that world. Get ready to put your creative ideas in motion and try your hand at creating your own role-playing game! “Programming Role Playing Games with DirectX, 2nd Edition” will show you how to do it as you create cool graphics and combat engines, handle players in your game, use scripts and items, and make your game multiplayer-capable.

This book breaks a role-playing game down into its essential components, examining the details of each and showing you how to use them in your game project. Learn how to draw with DirectX Graphics, play audio with DirectX Audio, network with DirectPlay,and process input with DirectInput. By the time you finish, you’ll possess the skills you need to create a complete role-playing game.

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eBooker, August 4, 2009 Comments Off
Readings in Database Systems, 4th Edition

Readings in Database Systems, 4th Edition

Product Description
Lessons from database research have been applied in academic fields ranging from bioinformatics to next-generation Internet architecture and in industrial uses including Web-based e-commerce and search engines. The core ideas in the field have become increasingly influential. This text provides both students and professionals with a grounding in database research and a technical context for understanding recent innovations in the field. The readings included treat the most important issues in the database area—the basic material for any DBMS professional.

This fourth edition has been substantially updated and revised, with 21 of the 48 papers new to the edition, four of them published for the first time. Many of the sections have been newly organized, and each section includes a new or substantially revised introduction that discusses the context, motivation, and controversies in a particular area, placing it in the broader perspective of database research. Two introductory articles, never before published, provide an organized, current introduction to basic knowledge of the field; one discusses the history of data models and query languages and the other offers an architectural overview of a database system. The remaining articles range from the classical literature on database research to treatments of current hot topics, including a paper on search engine architecture and a paper on application servers, both written expressly for this edition. The result is a collection of papers that are seminal and also accessible to a reader who has a basic familiarity with database systems.

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For Composers, Musicians, Sound Designers, Game Developers

The Complete Guide to Game Audio, Second Edition: For Composers, Musicians, Sound Designers, Game Developers

Book Description
THE handbook on Game Audio (from award-winning industry leader) revealing exactly what one needs to successfully compose music and sound effects for the multi-billion dollar video games industry.

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eBooker, July 18, 2009 Comments Off

Formal Models, Languages And Applications

Formal Models, Languages And Applications

Product Description
“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.

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Ice Zero, July 3, 2009 Comments Off

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Description: Get ready to create your own J2ME game! This updated edition to the popular J2ME Game Programming provides updated sofware coverage as well as updates to the programming approaches specific to Java ME software. It also covers the recent innovations in mobile games with relations to iPods and cell phones. You will learn the essentials of J2ME game development from the ground up. Throughout the book you will discover the issues involved in developing for multiple target devices and how to work through the jungle of device-specific libraries and device capabilities.
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eBooker, June 22, 2009

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Finally, a book that combines Java and fun! With straightforward explanations and tons of ready-to-use chunks of Java game code, Java Game Programming For Dummies plunges you right into the heart of cutting-edge game design.

Inside, find helpful advice on how to
Use Java’s powerful toolkit of ready-to-go game components
Enhance your games with Java’s multithreaded capabilities
Create realistic fantasy worlds by using texture-mapping techniques
Give your games a professional look by using advanced imaging techniques and seamless animations (more…)

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eBooker, June 11, 2009 Comments Off


Video Game Design Revealed
322 pages | Charles River Media; 1 edition (December 11, 2007) | 1584505621 | CHM | 1 Mb
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. (more…)

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booktraining, June 4, 2009
Ph.D., John P Flynt, Boris Meltreger, “Beginning Math Concepts for Game Developers”
Course Technology PTR | 2006 | ISBN: 1598632906 | 352 pages | CHM | 8,1 MB

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. By the time you finish, you will have developed a complete application from the ground up that (more…)

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