Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Tuesday, September 22, 2009

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic


3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology)
By David H. Eberly | Publisher: Morgan Kaufmann | Number Of Pages: 752 | Publication Date: 2004-12-17 | ISBN-10: 012229064X | PDF | 3 Mb
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems.




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Real-Time Cinematography for Games


Real-Time Cinematography for Games (Game Development Series) by Brian Hawkins
Publisher: Charles River Media | Number Of Pages: 326 | Publication Date: 2005-01-28 | ISBN-10: 1584503084 | PDF | 87 Mb
Today s game audiences expect Hollywood-quality cinematography. But to produce this quality in games, programmers need to understand the traditional film principles of lighting, camera positioning, and motion. Unlike movies, games provide non-linear, interactive storytelling, so to use film and T.V. techniques effectively, the techniques need to be modified for games.

Real-Time Cinematography for Games provides this translation by teaching programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, interactive music, movement, and dialog, including coverage of current voice recognition technology. The book wraps up with coverage of directing essentials.

Programmers will find the entire book extremely useful, and designers and artists will find the large amount of creative uses of filmmaking techniques invaluable. Every chapter is written with two major parts: creative and technical. The creative section looks into the techniques and practices of the film industry and teaches how artists and designers can use these techniques in games. The technical sections then explain how to implement these techniques into games through practical code and equations. The technical sections require knowledge of basic programming and computer graphics concepts. This is the one resource programmers and designers need to ensure that they are producing Hollywood-quality graphics that will keep your players coming back for more!







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The Game Maker’s Apprentice: Game Development for Beginners


Jacob Habgood, Mark Overmars, "The Game Maker's Apprentice: Game Development for Beginners"
Apress | ISBN: 1590596153 | 2006 | 336 Pages | PDF | 10 MB
The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle gamescomplete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play.
Game Maker allows games to be created using a simple drag-and-drop interface, so you dont need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl.

Download Links:
MIRROR #1

MIRROR #2


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Digital Character Animation 3


Digital Character Animation 3
New Riders Press | ISBN: 0321376005 | 320 pages | April 22, 2006 | CHM | 6 Mb
Whether you re creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life. In this updated classic, both newcomers to digital animation and old hands looking to hone existing skills will find essential techniques for creating lively, professional-quality animation that are applicable to any software application. Combining the fundamentals of modeling, rigging, and animation with advanced-level information on characterization, directing, and production management, author George Maestri has created an essential resource for digital animators.

Character Animation 3 is packed with beautiful new artwork and Maestri s invaluable expert tips. Along with clear instruction on the theory and practice of foundation techniques such as rigging, walk-cycles, and lip-synch the tutorials and exercises in this book let you practice what you ve learned. Maestri also offers in-depth information on creating nuanced characters that feel alive and win audience empathy and attention. The book s final chapter guides you through the entire filmmaking process, from story development through voice casting and animation directing.



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DirectX 3D Graphics Programming Bible


Julio Sanchez, Maria P. Canton, "DirectX 3D Graphics Programming Bible" Hungry Minds | ISBN: 0764546333 | 2000 | 780 Pages | PDF | 15.8 MB
Microsoft DirectX 7 gives you the APIs you need to create cutting-edge Windows 3D games and simulations using C or C++. With helpful tutorials, plenty of illustrations, and a minimum of math, this unique guide shows you how to master these APIs and take your graphics programming to the next level, whether you're an animation beginner or a veteran game developer.

Download Links:
MIRROR #1

MIRROR #2

MIRROR #3


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