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Archive for the 'Game' Category

Half Life 2 Mods For Dummies

Half Life 2 Mods For Dummies

Modify gameplay, add textures, and integrate amazing effects

Develop intense environments, then share your design with players online

How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play.

Discover how to

  • Design maps and playing levels
  • Load your creation into the game
  • Expand your map with additions
  • Include armor and weapons
  • Distribute levels on the Web
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  • 1,216 views
  • 0 Comments
  • In: Game, IT eBooks, Others IT eBooks
  • Author : tech-geek
  • Creating Emotion in Games: The Craft and Art of Emotioneering (New Riders Games)

    David Freeman brings you the inside scoop on how to apply the Emotioneering(TM) techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.

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  • 1,205 views
  • 0 Comments
  • In: Game, IT eBooks
  • Author : Crimson
  • Videogames and Art

    This book, Videogames and Art, is one of the first books to provide a complete overview of the field of videogame art – that is to say, art produced with or influenced by videogames. In selecting the essays and interviews to be included in this book, we have sought not only to give an indication of the current state of videogame art – and its major practitioners and genres – but also to place this work in a broader critical context. Its intention is to show that even though this area of digital art is comparatively young and exhibits a wide variety of different styles and techniques, it none the less forms a distinct and coherent artistic movement – united by shared aesthetic concerns – and is therefore worthy of being taken seriously as an art form. As we have pointed out previously, in our paper for the Level Up games conference, videogames are most people’s first point of contact with computers. Videogames have also, through their immense popularity, become part of our shared cultural capital. As such, they are often recognizable even to those who have never played the original game and may also carry connotations beyond their original content, context and meaning. It is therefore inevitable that artists have used them firstly as inspiration and as a source of material, and then, over time, sought to create their own games and modifications to existing games. Videogames have become a popular area of academic research and have spawned many books and conferences, so why then is a book needed specifically on videogames and art? The reason is that videogame criticism (whether from a background in ludology or narratology) has tended to concentrate on the mechanics of the videogame, rather than its aesthetics. As a result, the theoretical discussion has tended to revolve around how these factors contribute (positively or negatively) to the gameplay and/or the narrative of the game, rather than as qualities to be assessed and/or appreciated on their own terms. While this is a valid theoretical approach to take, implicit in this type of analysis is the assumption – whether made consciously or not – that what is being looked at is game design, rather than game aesthetics. In other words, it is game craft rather than game art.

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  • 757 views
  • 0 Comments
  • In: Game, IT eBooks
  • Author : Crimson
  • Programming Game AI by Example

    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.

    This easy-to-follow book provides a comprehensive and practical introduction to the basic AI techniques used by game developers, leading you through the process of designing, programming, and implementing intelligent agents for action games using C++.

    This easy-to-follow book provides a comprehensive and practical introduction to the basic AI techniques used by game developers, leading you through the process of designing, programming, and implementing intelligent agents for action games using C++.

    3 votes, average: 3.33 out of 53 votes, average: 3.33 out of 53 votes, average: 3.33 out of 53 votes, average: 3.33 out of 53 votes, average: 3.33 out of 5
  • 2,731 views
  • 2 Comments
  • In: Game, IT eBooks
  • Author : Crimson
  • OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition)

    OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.

    Coverage includes

    ·         An entirely new chapter on OpenGL ES programming for handhelds

    ·         Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux

    ·         Up-to-the-minute coverage of OpenGL on Windows Vista

    ·         New material on floating-point color buffers and off-screen rendering

    ·         In-depth introductions to 3D modeling and object composition

    ·         Expert techniques for utilizing OpenGL’s programmable shading language

    ·         Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more

    ·         A fully updated API reference, and an all-new section of full-color images

    You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments.

    Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers

    The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

    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
  • 3,314 views
  • 0 Comments
  • In: 3D, Game, IT eBooks
  • Author : Crimson
  • Core Techniques and Algorithms in Game Programming

    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! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

    1 vote, average: 2 out of 51 vote, average: 2 out of 51 vote, average: 2 out of 51 vote, average: 2 out of 51 vote, average: 2 out of 5
  • 1,852 views
  • 0 Comments
  • In: Game, IT eBooks
  • Author : Crimson
  • Introduction to C++ Programming and Graphics

    C++ has grown rapidly in response to the practical need for a programming language that is able to efficiently handle composite and diverse data types. Today, C++ dominates the commercial market and is favored among application developers.

    Introduction to C++ Programming and Graphics offers a venue for rapidly learning the language by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP), with emphasis on scientific computing.

    The book reviews elemental concepts of computers and computing, describes the primary features of C++, illustrates the use of pointers and user-defined functions, and analyzes the construction of classes. Distinctive features include:

    • An effective selection and presentation of topics and supporting examples
    • A tutorial on the usage of MATLAB® functions in C++ code
    • Tables for translating MATLAB® and Fortran 77 into C++ code, illustrating syntactic differences between these languages
    • Chapters on graphics and GUI programming based on the VOGLE library and the GLUT, GLUI and GTK+ utility toolboxes

    This invaluable resource provides a basic, concise introduction to C++ for the novice, allowing the reader to easily grasp the necessary concepts, rather than trying to absorb an extensive reference book. Scientists, engineers, professionals and students familiar with the general principles of computer programming and proficient in an easy programming

    5 votes, average: 3.6 out of 55 votes, average: 3.6 out of 55 votes, average: 3.6 out of 55 votes, average: 3.6 out of 55 votes, average: 3.6 out of 5
  • 4,408 views
  • 3 Comments
  • In: C/C++, Game, IT eBooks
  • Author : Crimson
  • Sams Teach Yourself Game Programming in 24 Hours

    A gentle introduction to game programming on the Windows platform for the complete beginner. Presents the art and science of game programming in fun, easy-to-understand terms using recognized game styles. Reader will build several fully-functional games as well as a game engine to use in future development projects. A CD with the book provides the tools, code, and graphics necessary to complete all exercises. 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. 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. Michael Morrison is a writer and developer with extensive experience in game development. He authored the first book on game programming for Windows, a Java Internet programming game book, and other topics ranging from Java to MFC programming. Currently, Michael develops PocketPC games for his new company, Stalefish Labs. Some of his other titles include: Sams Teach Yourself XML in 24 Hours, Second Edition, ISBN 0672322137, Sams, 12/01, and Sams Teach Yourself Wireless Java Programming with J2ME, ISBN 0672321424, Sams, 6/01.

    0 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 5
  • 1,894 views
  • 1 Comment
  • In: Game, IT eBooks
  • Author : Crimson
  • Microsoft® XNA Game Studio Creators Guide (Paperback)

    Create complete 3D games using Microsoft XNA Game Studio Express and this hands-on guide. Written by experienced game developers, Microsoft XNA Game Studio Creator's Guide details the fundamentals of great game programming and offers detailed examples.

    Inside, you'll learn to program a game engine, write shader code, create and animate 3D models, and add fluid motion and special effects. You'll also find out how to launch ballistics, add realistic scenery and terrain, and integrate lighting and textures. Step-by-step tutorials on underlying C# code and explanations of vector and matrix techniques are included.

    2 votes, average: 2.5 out of 52 votes, average: 2.5 out of 52 votes, average: 2.5 out of 52 votes, average: 2.5 out of 52 votes, average: 2.5 out of 5
  • 3,057 views
  • 0 Comments
  • In: Game, IT eBooks
  • Author : Crimson
  • The Xbox 360 Uncloaked

     CliffyB, Epic Games

    "This is riveting journalism from an unbiased source. Takahashi provides a rare peek behind-the-scenes of the rollercoaster video games business."

    Rob Wright, TwitchGuru.com
    "You could argue that no one outside of Microsoft knows more about its Xbox game business than Dean Takahashi."  

    0 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 50 votes, average: 0 out of 5
  • 828 views
  • 0 Comments
  • In: Game, IT eBooks
  • Author : Crimson