Author: Peter Walsh
Publisher: Course Technology
ISBN: 9780761534297
Category : Computer games
Languages : en
Pages : 0
Book Description
It is 1933 and the President and First Lady have just settled into the White House to face a nation in the depths of the Depression and a world on the brink of war. When the body of a White House police officer is discovered at the foot of the President's bedroom door ...
The Zen of Direct3D Game Programming
Author: Peter Walsh
Publisher: Course Technology
ISBN: 9780761534297
Category : Computer games
Languages : en
Pages : 0
Book Description
It is 1933 and the President and First Lady have just settled into the White House to face a nation in the depths of the Depression and a world on the brink of war. When the body of a White House police officer is discovered at the foot of the President's bedroom door ...
Publisher: Course Technology
ISBN: 9780761534297
Category : Computer games
Languages : en
Pages : 0
Book Description
It is 1933 and the President and First Lady have just settled into the White House to face a nation in the depths of the Depression and a world on the brink of war. When the body of a White House police officer is discovered at the foot of the President's bedroom door ...
Computer Games
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Michael Abrash's Graphics Programming Black Book
Author: Michael Abrash
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0
Book Description
No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0
Book Description
No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.
Side Stories
Author: Greg Costikyan
Publisher: Bren Lynne
ISBN: 1311904581
Category : Fiction
Languages : en
Pages : 114
Book Description
"Side Stories" is an anthology of short stories by game developers. Authors come from both digital and analog game development, computer games to paper games. Contributors include Greg Costikyan (veteran game designer of "Paranoia" and "Star Wars: The Role-Playing Game"), Christopher Mitchell (WGA award nominee for game writing, "Deathspank", "Simpsons Hit and Run"), and Rees Savidis (writer and award winning filmmaker, "SSX", "Driver: San Francisco"), and others. A share of proceeds will be donated to the Child’s Play charity. Included stories: “Sheepdog” by Bren Lynne An armed student defends his classroom from a shooter. “Spaceship and Bicycle” by Greg Costikyan Asteroid prospectors undertake innovative repairs after their spaceship is crippled. “Fizzy Piss Grape Shit” by Rees Savidis The end of the world, from the other perspective. “And The Heart Goes Tick Tick Tick” by Chris Dahlen A matchmaker finds adventure and romance when and where she least expects it. “Buried Legends” by David Dubord Unearthing buried treasure releases unexpected riches. “Paper Cuts” by Peter Walsh A software developer has problems after he reveals the weaknesses in government surveillance systems. “Cultists” by Christopher Mitchell Members of an apocalypse cult, frustrated with the lack of results, take matters into their own hands. “Lucky Malloy and the Cuban Zombie Crisis” by Jason Dozois A washed-up football player turned zombie hunter faces trouble when his cat becomes a zombie boss monster. “The Christmas Trolls” by Andrew Laing A game developer stands trial for creating a game that turns users into Trolls.
Publisher: Bren Lynne
ISBN: 1311904581
Category : Fiction
Languages : en
Pages : 114
Book Description
"Side Stories" is an anthology of short stories by game developers. Authors come from both digital and analog game development, computer games to paper games. Contributors include Greg Costikyan (veteran game designer of "Paranoia" and "Star Wars: The Role-Playing Game"), Christopher Mitchell (WGA award nominee for game writing, "Deathspank", "Simpsons Hit and Run"), and Rees Savidis (writer and award winning filmmaker, "SSX", "Driver: San Francisco"), and others. A share of proceeds will be donated to the Child’s Play charity. Included stories: “Sheepdog” by Bren Lynne An armed student defends his classroom from a shooter. “Spaceship and Bicycle” by Greg Costikyan Asteroid prospectors undertake innovative repairs after their spaceship is crippled. “Fizzy Piss Grape Shit” by Rees Savidis The end of the world, from the other perspective. “And The Heart Goes Tick Tick Tick” by Chris Dahlen A matchmaker finds adventure and romance when and where she least expects it. “Buried Legends” by David Dubord Unearthing buried treasure releases unexpected riches. “Paper Cuts” by Peter Walsh A software developer has problems after he reveals the weaknesses in government surveillance systems. “Cultists” by Christopher Mitchell Members of an apocalypse cult, frustrated with the lack of results, take matters into their own hands. “Lucky Malloy and the Cuban Zombie Crisis” by Jason Dozois A washed-up football player turned zombie hunter faces trouble when his cat becomes a zombie boss monster. “The Christmas Trolls” by Andrew Laing A game developer stands trial for creating a game that turns users into Trolls.
DirectX 9 User Interfaces
Author: Alan Thorn
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Programming Linux Games
Author: Loki Software, Inc
Publisher: No Starch Press
ISBN: 1886411492
Category : Computers
Languages : en
Pages : 435
Book Description
Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.
Publisher: No Starch Press
ISBN: 1886411492
Category : Computers
Languages : en
Pages : 435
Book Description
Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.
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
Practical Rendering and Computation with Direct3D 11
Author: Jason Zink
Publisher: CRC Press
ISBN: 1439869766
Category : Computers
Languages : en
Pages : 649
Book Description
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me
Publisher: CRC Press
ISBN: 1439869766
Category : Computers
Languages : en
Pages : 649
Book Description
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me
GPU Zen 2
Author: Wolfgang Engel
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
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.