Author: Felix Kerger
Publisher: Packt Publishing Ltd
ISBN: 1849512493
Category : Computers
Languages : en
Pages : 501
Book Description
Create real time 3D applications using OGRE 3D from scratch.
Ogre 3D 1.7 Beginner's Guide
Author: Felix Kerger
Publisher: Packt Publishing Ltd
ISBN: 1849512493
Category : Computers
Languages : en
Pages : 501
Book Description
Create real time 3D applications using OGRE 3D from scratch.
Publisher: Packt Publishing Ltd
ISBN: 1849512493
Category : Computers
Languages : en
Pages : 501
Book Description
Create real time 3D applications using OGRE 3D from scratch.
Openscenegraph 3.0
Author: Rui Wang
Publisher: Packt Publishing Ltd
ISBN: 1849512833
Category : Computers
Languages : en
Pages : 664
Book Description
Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines.
Publisher: Packt Publishing Ltd
ISBN: 1849512833
Category : Computers
Languages : en
Pages : 664
Book Description
Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines.
LaTeX Beginner's Guide
Author: Stefan Kottwitz
Publisher: Packt Publishing Ltd
ISBN: 1847199879
Category : Computers
Languages : en
Pages : 556
Book Description
Create high-quality and professional-looking texts, articles, and books for Business and Science using LaTeX.
Publisher: Packt Publishing Ltd
ISBN: 1847199879
Category : Computers
Languages : en
Pages : 556
Book Description
Create high-quality and professional-looking texts, articles, and books for Business and Science using LaTeX.
Google SketchUp for Game Design
Author: Robin De Jongh
Publisher: Packt Publishing Ltd
ISBN: 1849691355
Category : Computers
Languages : en
Pages : 410
Book Description
Annotation Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.
Publisher: Packt Publishing Ltd
ISBN: 1849691355
Category : Computers
Languages : en
Pages : 410
Book Description
Annotation Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
OpenGL Programming Guide
Author: Dave Shreiner
Publisher: Addison-Wesley
ISBN: 0132748436
Category : Computers
Languages : en
Pages : 1489
Book Description
Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
Publisher: Addison-Wesley
ISBN: 0132748436
Category : Computers
Languages : en
Pages : 1489
Book Description
Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
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!
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
C++ Primer Plus
Author: Stephen Prata
Publisher: Addison-Wesley Professional
ISBN: 0321776402
Category : Computers
Languages : en
Pages : 1435
Book Description
C++ Primer Plus, Sixth Edition New C++11 Coverage C++ Primer Plus is a carefully crafted, complete tutorial on one of the most significant and widely used programming languages today. An accessible and easy-to-use self-study guide, this book is appropriate for both serious students of programming as well as developers already proficient in other languages. The sixth edition of C++ Primer Plus has been updated and expanded to cover the latest developments in C++, including a detailed look at the new C++11 standard. Author and educator Stephen Prata has created an introduction to C++ that is instructive, clear, and insightful. Fundamental programming concepts are explained along with details of the C++ language. Many short, practical examples illustrate just one or two concepts at a time, encouraging readers to master new topics by immediately putting them to use. Review questions and programming exercises at the end of each chapter help readers zero in on the most critical information and digest the most difficult concepts. In C++ Primer Plus, you’ll find depth, breadth, and a variety of teaching techniques and tools to enhance your learning: A new detailed chapter on the changes and additional capabilities introduced in the C++11 standard Complete, integrated discussion of both basic C language and additional C++ features Clear guidance about when and why to use a feature Hands-on learning with concise and simple examples that develop your understanding a concept or two at a time Hundreds of practical sample programs Review questions and programming exercises at the end of each chapter to test your understanding Coverage of generic C++ gives you the greatest possible flexibility Teaches the ISO standard, including discussions of templates, the Standard Template Library, the string class, exceptions, RTTI, and namespaces Table of Contents 1: Getting Started with C++ 2: Setting Out to C++ 3: Dealing with Data 4: Compound Types 5: Loops and Relational Expressions 6: Branching Statements and Logical Operators 7: Functions: C++’s Programming Modules 8: Adventures in Functions 9: Memory Models and Namespaces 10: Objects and Classes 11: Working with Classes 12: Classes and Dynamic Memory Allocation 13: Class Inheritance 14: Reusing Code in C++ 15: Friends, Exceptions, and More 16: The string Class and the Standard Template Library 17: Input, Output, and Files 18: The New C++11 Standard A Number Bases B C++ Reserved Words C The ASCII Character Set D Operator Precedence E Other Operators F The stringTemplate Class G The Standard Template Library Methods and Functions H Selected Readings and Internet Resources I Converting to ISO Standard C++ J Answers to Chapter Reviews
Publisher: Addison-Wesley Professional
ISBN: 0321776402
Category : Computers
Languages : en
Pages : 1435
Book Description
C++ Primer Plus, Sixth Edition New C++11 Coverage C++ Primer Plus is a carefully crafted, complete tutorial on one of the most significant and widely used programming languages today. An accessible and easy-to-use self-study guide, this book is appropriate for both serious students of programming as well as developers already proficient in other languages. The sixth edition of C++ Primer Plus has been updated and expanded to cover the latest developments in C++, including a detailed look at the new C++11 standard. Author and educator Stephen Prata has created an introduction to C++ that is instructive, clear, and insightful. Fundamental programming concepts are explained along with details of the C++ language. Many short, practical examples illustrate just one or two concepts at a time, encouraging readers to master new topics by immediately putting them to use. Review questions and programming exercises at the end of each chapter help readers zero in on the most critical information and digest the most difficult concepts. In C++ Primer Plus, you’ll find depth, breadth, and a variety of teaching techniques and tools to enhance your learning: A new detailed chapter on the changes and additional capabilities introduced in the C++11 standard Complete, integrated discussion of both basic C language and additional C++ features Clear guidance about when and why to use a feature Hands-on learning with concise and simple examples that develop your understanding a concept or two at a time Hundreds of practical sample programs Review questions and programming exercises at the end of each chapter to test your understanding Coverage of generic C++ gives you the greatest possible flexibility Teaches the ISO standard, including discussions of templates, the Standard Template Library, the string class, exceptions, RTTI, and namespaces Table of Contents 1: Getting Started with C++ 2: Setting Out to C++ 3: Dealing with Data 4: Compound Types 5: Loops and Relational Expressions 6: Branching Statements and Logical Operators 7: Functions: C++’s Programming Modules 8: Adventures in Functions 9: Memory Models and Namespaces 10: Objects and Classes 11: Working with Classes 12: Classes and Dynamic Memory Allocation 13: Class Inheritance 14: Reusing Code in C++ 15: Friends, Exceptions, and More 16: The string Class and the Standard Template Library 17: Input, Output, and Files 18: The New C++11 Standard A Number Bases B C++ Reserved Words C The ASCII Character Set D Operator Precedence E Other Operators F The stringTemplate Class G The Standard Template Library Methods and Functions H Selected Readings and Internet Resources I Converting to ISO Standard C++ J Answers to Chapter Reviews
The Coding Manual for Qualitative Researchers
Author: Johnny Saldana
Publisher: SAGE
ISBN: 1446200124
Category : Reference
Languages : en
Pages : 282
Book Description
The Coding Manual for Qualitative Researchers is unique in providing, in one volume, an in-depth guide to each of the multiple approaches available for coding qualitative data. In total, 29 different approaches to coding are covered, ranging in complexity from beginner to advanced level and covering the full range of types of qualitative data from interview transcripts to field notes. For each approach profiled, Johnny Saldaña discusses the method’s origins in the professional literature, a description of the method, recommendations for practical applications, and a clearly illustrated example.
Publisher: SAGE
ISBN: 1446200124
Category : Reference
Languages : en
Pages : 282
Book Description
The Coding Manual for Qualitative Researchers is unique in providing, in one volume, an in-depth guide to each of the multiple approaches available for coding qualitative data. In total, 29 different approaches to coding are covered, ranging in complexity from beginner to advanced level and covering the full range of types of qualitative data from interview transcripts to field notes. For each approach profiled, Johnny Saldaña discusses the method’s origins in the professional literature, a description of the method, recommendations for practical applications, and a clearly illustrated example.