Author: JungHyun Han
Publisher: CRC Press
ISBN: 1439827389
Category : Computers
Languages : en
Pages : 325
Book Description
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
3D Graphics for Game Programming
Author: JungHyun Han
Publisher: CRC Press
ISBN: 1439827389
Category : Computers
Languages : en
Pages : 325
Book Description
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
Publisher: CRC Press
ISBN: 1439827389
Category : Computers
Languages : en
Pages : 325
Book Description
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
3D Math Primer for Graphics and Game Development, 2nd Edition
Author: Fletcher Dunn
Publisher: CRC Press
ISBN: 1568817231
Category : Computers
Languages : en
Pages : 848
Book Description
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Publisher: CRC Press
ISBN: 1568817231
Category : Computers
Languages : en
Pages : 848
Book Description
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Mathematics for 3D Game Programming and Computer Graphics
Author: Eric Lengyel
Publisher:
ISBN: 9780357671092
Category :
Languages : en
Pages :
Book Description
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Publisher:
ISBN: 9780357671092
Category :
Languages : en
Pages :
Book Description
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Introduction to 3D Game Programming with DirectX 11
Author: Frank Luna
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
3D Game Engine Design
Author: David Eberly
Publisher: CRC Press
ISBN: 1482267306
Category : Art
Languages : en
Pages : 1008
Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Publisher: CRC Press
ISBN: 1482267306
Category : Art
Languages : en
Pages : 1008
Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
3D Game Programming All in One
Author: Kenneth C. Finney
Publisher: Cengage Learning
ISBN: 9781435457447
Category : Computers
Languages : en
Pages : 1152
Book Description
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
Publisher: Cengage Learning
ISBN: 9781435457447
Category : Computers
Languages : en
Pages : 1152
Book Description
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
3D Game Programming All in One
Author: Kenneth C. Finney
Publisher: Muska/Lipman
ISBN: 9781598632668
Category : Games
Languages : en
Pages : 1085
Book Description
Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!
Publisher: Muska/Lipman
ISBN: 9781598632668
Category : Games
Languages : en
Pages : 1085
Book Description
Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!
Introduction to 3D Game Programming with DirectX 12
Author: Frank Luna
Publisher: Mercury Learning and Information
ISBN: 1944534555
Category : Computers
Languages : en
Pages : 1226
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Publisher: Mercury Learning and Information
ISBN: 1944534555
Category : Computers
Languages : en
Pages : 1226
Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Introduction to 3D Game Programming with DirectX 9.0c
Author: Frank Luna
Publisher: Jones & Bartlett Publishers
ISBN: 1449623905
Category : Computers
Languages : en
Pages : 724
Book Description
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Publisher: Jones & Bartlett Publishers
ISBN: 1449623905
Category : Computers
Languages : en
Pages : 724
Book Description
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Black Art of 3D Game Programming
Author: André LaMothe
Publisher:
ISBN: 9781571690043
Category : Computer games
Languages : en
Pages : 0
Book Description
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.
Publisher:
ISBN: 9781571690043
Category : Computer games
Languages : en
Pages : 0
Book Description
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.