Game Programming Tricks of the Trade

Game Programming Tricks of the Trade

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  • Author: Lorenzo D. Phillips
  • Publisher: Muska & Lipman Publishing
  • ISBN: 9781931841696
  • Category : Computers
  • Languages : en
  • Pages : 1046

Every topic covered in this book can be directly applied to games that cross genres. The CD includes trial versions of Paintshop Pro 7, a compiler, a 3D modeling tool and more.


Tricks of the Game-programming Gurus

Tricks of the Game-programming Gurus

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  • Author: André LaMothe
  • Publisher: Prentice Hall
  • ISBN: 9780672305078
  • Category : Computers
  • Languages : en
  • Pages : 770

This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation.


More Tricks of the Game-programming Gurus

More Tricks of the Game-programming Gurus

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  • Author: Greg Anderson
  • Publisher: Sams
  • ISBN: 9780672306976
  • Category : Computers
  • Languages : en
  • Pages : 570

Leading the reader through many different game programming experiences, this text covers topics that should benefit not only game programmers, but also application programmers.


Black Art of 3D Game Programming

Black Art of 3D Game Programming

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  • Author: André LaMothe
  • Publisher:
  • ISBN: 9781571690043
  • Category : Computer games
  • Languages : en
  • Pages : 0

Written by a master programmer, this book explains in detail what's behind the programming of those complex, mesmerizing video games. LaMothe makes clarity a priority, discussing math, projections, hidden surface removal, lighting, and transformation in an easy-to-understand language, and concludes by showing how to assemble all the pieces of a game into a complete product. 30 screen dumps.


CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints

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  • Author: Richard Gerard Marcoux III
  • Publisher: Packt Publishing Ltd
  • ISBN: 1784390100
  • Category : Computers
  • Languages : en
  • Pages : 322

Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.


Game AI Pro

Game AI Pro

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  • Author: Steven Rabin
  • Publisher: CRC Press
  • ISBN: 1466565969
  • Category : Computers
  • Languages : en
  • Pages : 630

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games. The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.


Game AI Pro 360: Guide to Architecture

Game AI Pro 360: Guide to Architecture

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  • Author: Steve Rabin
  • Publisher: CRC Press
  • ISBN: 0429621868
  • Category : Computers
  • Languages : en
  • Pages : 403

Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online


Tricks of the Windows Game Programming Gurus

Tricks of the Windows Game Programming Gurus

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  • Author: André LaMothe
  • Publisher: Sams Publishing
  • ISBN: 9780672323690
  • Category : Computers
  • Languages : en
  • Pages : 1092

"Tricks of the Windows Game Programmin 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.


DarkBasic Pro Game Programming

DarkBasic Pro Game Programming

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  • Author: Jonathan S. Harbour
  • Publisher: Course Technology
  • ISBN:
  • Category : Computers
  • Languages : en
  • Pages : 624

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!


Educating Learning Technology Designers

Educating Learning Technology Designers

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  • Author: Chris DiGiano
  • Publisher: Taylor & Francis
  • ISBN: 1135590826
  • Category : Education
  • Languages : en
  • Pages : 371

What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students — including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kids Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.