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

Tuesday, November 18, 2008

dot NET Game Programming with DirectX 9.0



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Tuesday, November 11, 2008

Teach Yourself Internet Game Programming with Java in 21 Days




Description
Teach Yourself Internet Game Programming with Java in 21 days teaches you everything from artificial intelligence to multiplayer Internet game programming. You will be guided step by step through action/arcade Java game programming.



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Core Techniques and Algorithms in Game Programming




Description
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C , and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend.

Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.


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Programming Linux Games




Description
Programming Linux Games discusses important multimedia toolkits (including a very thorough discussion of the Simple DirectMedia Layer) and teaches the basics of Linux game programming.

Readers learn about the state of the Linux gaming world, and how to write and distribute Linux games to the Linux gaming community.


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Ultimate Game Design: Building Game Worlds




Description
Filled with tips and techniques from veteran game designers at Sony, Blizzard, Disney, LucasArts, Activision, 3DO, and many others!

Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this one-of-a-kind resource. Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game development and design.

Each chapter features an in-depth interview with a game industry expert as well as case a study based on Tom's real-world experiences working on Sony PlayStation games and various other projects. Plus, you'll get priceless advice on how to get into the game development industry now with details on the different types of jobs available.


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Sams Teach Yourself Game Programming with DirectX in 21 Days




Description
The introductory chapters provide a solid basis in using Direct3D and DirectSound in a 2D gaming environment, providing not only the necessary theoretical discussions, but also sample programs that demonstrate the concepts discussed. Once the reader learns these basic DirectX techniques, the book leads the reader through the design and programming of a console-style computer role-playing game.

As the reader builds the game piece by piece, he not only applies what he's learned about Direct3D and DirectSound, but also learns the fundamental skills needed to program games. Currently, no other book on the market covers the same material.


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Sams Teach Yourself Game Programming with DirectX in 21 Days




Description
The introductory chapters provide a solid basis in using Direct3D and DirectSound in a 2D gaming environment, providing not only the necessary theoretical discussions, but also sample programs that demonstrate the concepts discussed.

Once the reader learns these basic DirectX techniques, the book leads the reader through the design and programming of a console-style computer role-playing game. As the reader builds the game piece by piece, he not only applies what he's learned about Direct3D and DirectSound, but also learns the fundamental skills needed to program games. Currently, no other book on the market covers the same material.


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Chris Crawford on Game Design




Description
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can.

He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!


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Advanced 3D Game Programming with DirectX 9.0




Description
Text is an update to the prior text, Advanced 3D Game Programming Using DirectX 8.0; focusing on implementation changes to DirectX 9.0. For programmers who are new to graphics and game programming.



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Software Engineering and Computer Games




Description
This book solves the dilemma of wanting to learn Windows-based software engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented software engineering. The basics of software engineering are thoroughly discussed first.

Once completed, MFC Windows is then introduced through a video game. For programmers interested in learning Windows-based software engineering and Windows programming.


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Micro Java Game Development




Description
Explores the design of games for mobile and handheld devices in Java 2 micro edition (J2ME), or micro Java. Written for experienced programmers, the guide first reviews the wireless application protocol (WAP) and standard messaging system (SMS), and introduces the mobile information device profile (MIDP).

The bulk of the book describes techniques for creating graphics, sounds, animation, and multiplayer connections. An example racing game is provided.


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3D Game Programming All in One




Description
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 asor cooler thanthe ones youve been playing, nows 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. Youll 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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Macromedia Flash MX 2004 Game Programming




Description
If youve been searching for a tool that would allow you to create game-like applications with Web programming, youre not alone. Finally, that tool is available! Flash MX 2004 offers a complete programming solution that can be used to do much more than simply create cool Web sites.

"Macromedia Flash MX 2004 Game Programming" will show you how you can take full advantage of this amazing programming tool. It offers an abundance of tips and techniques for programmers of all levels who want to learn how Flash technology can be used to create games. Each chapter discusses a key element of game programming, using Flash to create a variety of games. All the major areas of game development are covered from physics and artificial intelligence to collision detection and resolution.


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Fundamentals of Audio and Video Programming for Games




Description
In this book, 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


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Introduction to 3D Game Programming with DirectX 9.0




Description
This book instructs the reader from the beginning by teaching the underlying mathematics and 3D theory necessary to make sense of the DirectX 9 API.



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Developing Games in Java




Description
If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters.

Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.


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Beginning C++ Game Programming (Game Development Series)




Description
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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AI for Computer Games and Animation: A Cognitive Modeling Approach




Description
Simply put, AI for Games and Animation: A Cognitive Modeling Approach shows how video game characters can be taught to "think" for themselves. This groundbreaking title points the way for the future of intelligent gaming. While this book features formal mathematical proofs of its arguments, it also provides a worthwhile overview of how today's video game characters are currently programmed, as well as future possibilities for making them "smarter" (and more realistic) through techniques borrowed from AI and robotics. At this level, the text shows off the possibility of adding cognitive models (expressed in the author's own Cognitive Modeling Language, CML) to the games of the near future.

While today's games feature behavior models and incorporate the rules of physics to create realistic scenes, this book makes a strong case that by adding intelligence to characters, game realism can be enhanced further while actually simplifying development. Though this book is certainly worthy as an academic treatise on the subject, the author keeps an eye on real-world programming issues. For instance, he suggests that adding AI to game characters will coexist with current programming techniques. He is also careful to pay attention to the limits of CPU and graphics processing power when suggesting new algorithms.

The most abstract sections here show off the mathematical techniques (and modeling language) for adding knowledge representation, sensing, and learning to characters. Later sections offering two simulated worlds (featuring T-Rexes and raptors, for example) show off the author's argument to good advantage.

Though it requires a background in math to appreciate fully, AI for Games and Animation can be read profitably by anyone interested in the future of gaming. It is only a matter of time before games adopt some of the techniques presented here, and serious game developers will get a head start with this intriguing and groundbreaking book. --Richard Dragan

Topics covered: Cognitive modeling for games and simulations, geometric and behavior models, domain knowledge, sensing, interval arithmetic basics, creating nondeterministic behavior, Cognitive Modeling Language (CML), and sample model worlds.


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DirectX9 User Interfaces: Design and Implementation (Wordware Game Developer's Library)




Description
This unique book focuses on offering a comprehensive solution to sucessfully building a Direct X user interface library from the ground up for games and other multimedia software.


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Focus On 2D in Direct3D (Premier Press Game Development Series)




Description
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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