3D Computer Graphics : A Mathematical Introduction with OpenGL
3D Game Programming All in One
3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
Advanced Animation with DirectX
Advanced Graphics Programming Using OpenGL
AI for Game Developers
Ai Techniques For Game Programming
Beginning C++ Game Programming
Beginning Game Level Design
Beginning OpenGL Game Programming
Creating Emotion in Games: The Craft and Art of Emotioneering
Developer's Guide to Multiplayer Games
Digital Cinematography & Directing
Digital Texturing & Painting
Focus On 2D in Direct3D
Focus On 3D Models
Focus On 3D Terrain Programming
Focus on Curves and Surfaces
Fundamentals of Audio and Video Programming for Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Programming for Teens, Second Edition
Isometric Game Programming with DirectX 7.0
Learning Maya | Character Rigging and Animation
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
Maya Character Creation: Modeling and Animation Controls
OpenGL SuperBible
Physics for Game Developers
Programming Game AI by Example
Programming Multiplayer Games
Programming Role Playing Games with DirectX
Project Arcade: Build Your Own Arcade Machine
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Real-Time Rendering Tricks and Techniques in DirectX
Rules of Play : Game Design Fundamentals
Special effects game programming with directx
The Animator's Survival Kit:
A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators
The Dark Side of Game Texturing
The Microsoft DirectX 9 Programmable Graphics Pipeline
Visual Basic Game Programming for Teens
3D Computer Graphics : A Mathematical Introduction with OpenGL
LINKS:
Cambridge - 3D Computer Graphics - A Mathematical Introduction With Opengl - 2005.pdf [7.70 Mb]
3D Game Programming All in One
850 pages
3D.Game.Programming.All.In.One.pdf [17.01 Mb]
3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
This text is a virtual encyclopedia of expertise that's based on the author's own work and research in the gaming industry. It provides the mathematical notation, algorithms, and C++ code (on the accompanying CD-ROM) that are needed to build fast and maintainable game engines. Early sections start with the basics, with the math that's used to work with common 3-D objects (like spheres and boxes). Highlights include a high-powered review of quaternion algebra--in many cases, the preferred way to transform 3-D data.
The chapters on graphics pipelines explain the math that's behind representing and rendering a 3-D world in 2-D with intervening effects like lighting and texture mapping. A variety of current algorithms are provided for representing 3-D scenes, efficient picking (which allows a programmer to determine the object in a 3-D world that has been selected), and collision detection (in which objects collide virtually). In the game software of today, curves--and not individual triangles or polygons--often are used to represent 3-D objects. Algorithms that are used to turn curves into rendered surfaces are provided, too.
Later sections look at the current thinking about animation techniques for characters (including key frames, inverse kinematics, and skinning (in which digital skin is fitted over digital bone to create more realistic-looking movement)). How to represent terrain inside virtual worlds also is explained. The book closes with excellent material on such cutting-edge special effects as lens flare and projected shadows, which can add an extra level of realism to a video game. An appendix examines guidelines for designing object-oriented game software in C++.
Filled with mathematical insight and expert code that puts each principle or algorithm to work, 3D Game Engine Design provides an expert view of what goes into building a state-of-the-art game engine. --Richard Dragan
Topics covered:
* Mathematical methods and sample source code for 3-D game development
* Geometrical transformations
* Coordinate systems
* Quaternions
* Euler angles
* Standard 3-D objects: spheres, oriented boxes, capsules, lozenges, cylinders, ellipsoids
* Distance methods for a variety of shapes
* Introduction to the graphics pipeline
* Model and world coordinates
* Projecting perspective
* Camera models
* Culling techniques
* Surface and vertex attributes
* Rasterizing
* Efficiency issues for clipping and lighting
* Hierarchical scene representation, using trees and scene graphs
* Picking algorithms for a variety of 3-D shapes
* Collision detection for static and dynamic graphical objects
* Oriented bounding-box (OBB) trees
* Basics of curves and special curves (including Bezier curves and various splines)
* Curves (generating surfaces from curves by using different techniques)
* Character animation, using keyframe animation and inverse kinematics
* Skinning
* Geometrical level of detail considerations
* Techniques for generating game terrain
* Spatial sorting and binary space partitioning (BSP)
* Special effects: lens flare, bump mapping, volumetric fogging, projected light and shadows, particle systems, morphing techniques
* C++ language features for effective object-oriented design
* Reference to the numerical methods required for game mathematics
LINKS: 3D Game Engine Design - A Practical Approach to Real-time Computer Graphics.pdf [73.49 Mb]
Advanced Animation with DirectX
LINKS: Advanced Animation with DirectX.pdf [2.43 Mb]
Advanced Graphics Programming Using OpenGL
This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniquesthose that dont require esoteric hardware or custom graphics librariesthat are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.
* Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems.
* Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment.
* Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
* Code fragments are used in the book, and full blown example programs for virtually every algorithm are available at www.mkp.com/opengl
1558606599 - Elsevier - Advanced Graphics Programming Using OpenGL Morgan Kaufmann Series in Computer...deling - fly.pdf [13.04 Mb]
AI for Game Developers
* Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously
* Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm
* AI scripting
* Rule-based AI: learn about variants other than fuzzy logic and finite state machines
* Basic probability
* Bayesian techniques
Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.
LINKS: O'Reilly - AI for Game Developers.chm [2.82 Mb]
Ai Techniques For Game Programming
LINKS: Premier.Press.-.AI.Techniques.for.Game.Programming.eBook-LRN.pdf [11.07 Mb]
Beginning C++ Game Programming
353 pages
[Premier Press, 2004] Beginning C++ Game Programming.pdf [47.88 Mb]
Beginning Game Level Design
Muska.and.Lipman.Premier-Trade.Beginning.Game.Level.Design.Mar.2005.eBook-DDU.pdf [5.47 Mb]
Beginning OpenGL Game Programming
337 pages
OpenGL-Beginning.OpenGL.Game.Programming.ebook.pdf [47.01 Mb]
Creating Emotion in Games: The Craft and Art of Emotioneering
[ebook] New.Riders.Creating.Emotion.in.Games.The.Craft.and.Art.of.Emotioneering.eBook-LiB.pdf [28.53 Mb]
Developer's Guide to Multiplayer Games
LINKS:
Developer's Guide To Multiplayer Games.pdf [12.93 Mb]
Digital Cinematography & Directing
* Master focal lengths, f-stops, and apertures within your 3D aplication.
* Learn how pre-production planning can guide and enhance your project by applying essential storyboarding techniques.
* Use light as not only an illumination source, but as a tool for cinematic storytelling.Learn how to direct your digital cast with proper staging techniques
"Dan Ablan's years of innovating digital production techniques and his undeniable expertise at teaching CGI, FX, and Film, makes digitalCinematography and Directing a must-have!" -Dave Adams, Dreamworks.
New Riders - Digital Cinematography & Directing.pdf [96.08 Mb]
Digital Texturing & Painting
Digital Texturing & Painting _ Owen demers.pdf [41.66 Mb]
Focus On 2D in Direct3D
LINKS: Focus.On.2D.in.Direct3D.-.fly.pdf [5.64 Mb]
Focus On 3D Models
LINKS: Focus.On.3D.Models.pdf [10.81 Mb]
Focus On 3D Terrain Programming
LINKS: Premier Press - Focus On 3D Terrain Programming - OpenGL.pdf [13.42 Mb]
Focus on Curves and Surfaces
LINKS: Premier Press - Focus on Curves and Surfaces - 2003.chm [2.82 Mb]
Fundamentals of Audio and Video Programming for Games
Microsoft.Press.Fundamentals.of.Audio.and.Video.Programming.for.Games.eBook-LiB.chm [17.67 Mb]
Game Design Workshop: Designing, Prototyping, and Playtesting Games
The ideas and exercises in this Game Design Workshop answer the questions asked by every aspiring game designer: How do I learn to design games? What skills do I need to become a professional game designer? Game design is demystified with a clear, accessible analysis of the formal and dramatic systems of game design. Examples, illustrations, and exercises strengthen your understanding of what makes game systems function; and teach you the skills and tools that you need to create a compelling game.
Refined over a number of years, this workshop curriculum has provided the foundation for hundreds of careers in all areas of the game industry including game design, producing, programming, visual design, quality assurance, and marketing. This guide to the language and business of game design will help anyone pursuing a career in the industry.
CMP.Books,.Game.Design.Workshop.Designing.Prototyping.and.Playtesting.Games.(2004).chm [28.34 Mb]
Game Programming for Teens, Second Edition
415 pages
Muska.and.Lipman.Premier-Trade.Game.Programming.for.Teens.Second.Edition.May.2005.eBook-DDU.pdf [7.16 Mb]
Isometric Game Programming with DirectX 7.0
LINKS: Isometric.Game.Programming.with.DirectX.7.eBook-LRN.pdf [19.84 Mb]
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Game.Development.Books Part 1
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This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.
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Get ready for an amazing journey into the world of game development! 3D Game Programming All in One is your one-stop tour guide into this new world. If you believe that you can create games that are as cool as—or cooler than—the ones you’ve been playing, now’s your chance to prove it. This book will give you the training, experience, and tools you need to turn your ideas into reality. Using a well-defined toolkit of programs, knowledge, skills, and ideas 3D Game Programming All in One covers each step required to make a fully featured game. You’ll cover everything from opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music. All you need to begin your journey is a creative idea and the enthusiasm to bring that idea to life.
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Aimed at the working Visual C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics, and the source code that's used to implement them in state-of-the-art video game engines. If you work in the game industry (or would like to), this book will serve you well, because it delivers excellent best practices for algorithms and programming techniques that'll help your software keep up with the competition.
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You?ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you?ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place.
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Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniquesbeyond those learned in introductory computer graphics textsis not as easy to come by as inexpensive hardware.
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Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include:
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"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes you through the theory a step at a time, explaining clearly how you can incorporate each technique into your own games. After a whirlwind tour of Windows programming, you will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for your game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for your game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. By the time you?re done, you?ll know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies.
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Interactivity?the unique feature that sets games apart from other forms of entertainment. The power of interactivity lies in the programming that occurs behind the scenes. If you?re ready to jump into the world of programming for games, "Beginning C++Game Programming" will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals. As you cover each programming concept, you?ll create small games that demonstrate your new skills. Wrap things up by combining each major concept to create an ambitious multiple player game. Get ready to master the basics of game programming with C++!
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Get ready to conquer the basics of building a strong level or mod for your games. "Beginning Game Level Design" covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior. You?ll cover each important area of expertise that goes into creating a great level. As you cover each new topic, use the end-of-chapter projects to test your newfound skills. "Beginning Game Level Design" gives you a step-by-step look into the tasks a successful designer goes through in order to create levels that keep players coming back for more.
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With "Beginning OpenGL Game Programming", you?ll learn how to use OpenGL to develop games using high-performance graphics and game libraries. Focusing solely on topics related to graphics and OpenGL, this comprehensive guide gives you the skills you need to unleash the power of OpenGL 1.5 and create realistic, real-time graphics. If you are just getting started in 3D game development and are comfortable programming in C++, this guide is your ideal introduction to OpenGL. By the time you finish this book, you'll understand the basics of OpenGL and be able to apply your newfound skills as you create your own games!
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David Freeman brings you the inside scoop on how to apply the Emotioneering™ techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.
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This book provides in-depth coverage of all the major topics associated with online game programming, as well as giving the reader easy-to-follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete, working online game. The first section explains practical theory on basic Windows dialogue programming, and the use of MySQL, Perl, Sockets, and TCP/IP. The second section consists of five extensive tutorials that lead the reader through the stages of creating a working online game. Together, these sections cover all the major aspects and theory behind creating a fully functional Internet game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online games. The authors' presentation provides the reader with a solid understanding of online game programming, along with the ability to expand on this knowledge and experiment with the development tools provided.
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[digital] Cinematography and Directing is unlike any other cinematography or directing book you've seen. This book was written entirely for 3D animators. Based on real-world photographic and cinematic principles, it teaches you essential skills and concepts that you can apply to any industry 3D application, such as LightWave 3D, Softimage XSI, 3ds max, CINEMA 4D, Maya, and other leading programs. This book does not focus on using software but rather teaches you how to understand and use the camera within your 3D application.
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This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.
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Focus on 2D in Direct3D teaches you all of the tools and tips you'll need to dive right in and begin creating your own games. If you have some knowledge of C or C++ and have been searching for a guide that will take your 2D programming into the third dimension, then search no more! In this book you'll acquire the skills you'll need to move from the 2D API to Direct3D. Written from the point of view of a 2D programmer, Focus on 2D in Direct3D presents the fundamentals of the Direct3D API in an easy-to-use-and-understand format. Get ready to jump into the world of Direct3D!
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No matter where you turn in the world of gaming, you?re bound to notice the rapidly increasing use of 3D. If you?re serious about game programming, you must understand the world of 3D modeling. Focus On 3D Models is the guide you need for doing just that! This is the only book on the market that gives game programmers a comprehensive guide to the most popular 3D modeling file formats. You?ll also get coverage of foundational material such as mathematics, skeletal animation, and more. Even if you know nothing about 3D character animation when you start, by the end of the book you will be able to work with all the popular file formats, write readers, and animate the meshes in real time in your applications. For maximum benefit, you must have experience with C++, know how to create a rudimentary 3D engine, and have an understanding of algebra and trigonometry.
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Welcome to the world of 3D terrain programming. Now you can break away from the computer game mold of lackluster backgrounds and create amazing landscapes for your characters to explore. Focus On 3D Terrain Programming gives you the skills you need to do just that. This book brings the high-talking, abstract concepts down to earth so you can actually put them into practice. It covers the three most widely accepted terrain rendering solutions?geomipmapping, quad trees, and ROAM. Texture mapping and lighting techniques are also discussed, as well as cool special effects. Plus, the author provides the code so you can readily implement the solutions into your own games!
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"Focus On Curves and Surfaces" gives you the tools you need to build exciting, high-detail characters and backgrounds for your games! Whether you?re a serious game programmer or just interested in the fields of CAD, 3D modeling, and visualization, this book gives you what you?re looking for in three easy-to-follow sections. Section One starts with the conceptual building blocks of 3D graphics. Put these ideas into practice as Section Two walks you through Bezier curves, B-splines, and the more advanced NURBS (NonUniform Rational B-Splines). Finally, build upon your knowledge of curve construction as you create exciting surfaces in Section Three. Go from the basics to hardcore 3D graphics programming in a matter of pages!
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C++ game developers get everything they need to add sound, music, video cut-scenes, and other special effects to digital games—including reusable code, copyright-free media samples, and expert instruction direct from the Microsoft Windows Media team
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Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.
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"Game Programming for Teens, Second Edition" takes you on a comprehensive journey through the art of game programming. Truly beginning at step one, you will learn the nuances of the BASIC language. You will begin with instructions on basic coding, such as operators and statements, as you get an introduction to the language in general. You will then learn how to work with graphics. By the end of the book, you will cover the skills of sounds and music and artificial intelligence. "Game Programming for Teens, Second Edition" is light on theory and heavy on practical applications. Many diagrams and sample programs are included to help you understand each concept in full. This book gives you an exciting introduction to the field of game programming and encourages you to seek out more substantial, theory-driven books.
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Isometric Game Programming with DirectX takes you from zero to DirectX, literally! Beginning with game programming basics you will explore such topics as WIN32 programming basics, GDI fundamentals, fonts, regions and bitmaps, DirectDraw, and Game Logic. You'll then move on to Isometric fundamentals and methodology as well as advanced topics such as Random World Generation and Direct3D.This book is a comprehensive Isometric game programming guide ideal for any serious game developer!
Labels: Game Engines, Game Maker, Games Libraries
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