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Take-Two Interactive Software, Inc., and its subsidiaries. Mafia II developed by 2K Czech. 2K Czech, the 2K Czech logo, 2K Games, the 2K Games logo, Illusion Engine, Mafia, Mafia II, 2010. — 100 с. Артбук посвященный культовой игре Mafia II. Mafia II — компьютерная игра в жанре приключенческого боевика с открытым миром, сочетающего в себе автомобильный симулятор и шутер с видом от...
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3DTotal.com Ltd, 2011. — 51 с. Концепт арт для компьютерных игр - это отличное поле деятельности, целая индустрия, в которую хотят попасть многие художники, работающие с цифровым рисунком. Эта книга была написана лучшими представителями игровой отрасли. Они расскажут о том, как рисовать окружение, персонажей и технику. Художники, писавшие статью для этой книги, создавали игры и не...
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2nd edition. New Riders, 2009. 700 pages ISBN-10: 0321643372; ISBN-13: 978-0321643377; To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading...
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2nd edition. New Riders, 2009. 700 pages ISBN-10: 0321643372; ISBN-13: 978-0321643377; To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading...
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New Riders, 2012, ISBN 0321820274, 360 pages. This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve...
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Focal Press, 2008, ISBN 0240808959, 400 pages. The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke...
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Focal Press, 2009. — 419 p. — ISBN 0240811488. A tutorial for beginning game artists and enthusiasts to learn how to create textures at the professional level. As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist....
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CRC, 2017. — 361 p. — From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game...
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4th edition. — CRC Press, 2016. — 406 p. The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications,...
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John Wiley & Sons, 2014. — 781 p. — ISBN: 978-1118328033. На англ. языке. People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital Games explores...
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Addison Wesley; 1 edition, 2014. — 240 р. Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We...
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Sams Publishing, 2018. — 432 p. — ISBN 9780134835099. In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, and networked...
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Sams Publishing, 2018. — 432 p. — ISBN 9780134835099. In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, and networked...
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Academic Press, Inc., 1995. — 473 p. — ISBN 0-12-059756-X. 2D Geometry and Algorithms. Image Processing. Frame Buffer Techniques. 3D Geometry and Algorithms. Ray Tracing. Radiosity. Matrix Techniques. Numerical and Programming Techniques. Curves and Surfaces.
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Academic Press, Inc., 1995. — 473 p. 2D Geometry and Algorithms. Image Processing. Frame Buffer Techniques. 3D Geometry and Algorithms. Ray Tracing. Radiosity. Matrix Techniques. Numerical and Programming Techniques. Curves and Surfaces.
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CRC Press, 2016. — 392 p. — ISBN 978-0-415-74305-1. Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a...
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Course Technology PTR, 2004, 337 p. 1 edition. ISBN-13: 978-1592003693 This book is intended for programmers who are just getting started in 3D game develop- ment. We assume that you’re comfortable programming in C++ and hope that you have at least a basic understanding of 3D mathematics and graphics. By the end of the book, you should understand all of the basics of OpenGL and...
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Packt Publishing, 2015. — 154 p. — ISBN: 978-1-78439-612-1. GameMaker: Studio is a great game engine that can be used to publish games to a variety of platforms. It is one of the most versatile game creation tools for professional and beginner game developers alike. Starting with the basics of learning how to install GameMaker, this book will take you all the way through...
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Packt Publishing, 2015. — 154 p. — ISBN: 978-1-78439-612-1. GameMaker: Studio is a great game engine that can be used to publish games to a variety of platforms. It is one of the most versatile game creation tools for professional and beginner game developers alike. Starting with the basics of learning how to install GameMaker, this book will take you all the way through...
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Packt Publishing, 2015. — 154 p. — ISBN: 978-1-78439-612-1. GameMaker: Studio is a great game engine that can be used to publish games to a variety of platforms. It is one of the most versatile game creation tools for professional and beginner game developers alike. Starting with the basics of learning how to install GameMaker, this book will take you all the way through...
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Packt Publishing, 2015. — 154 p. — ISBN: 978-1-78439-612-1. GameMaker: Studio is a great game engine that can be used to publish games to a variety of platforms. It is one of the most versatile game creation tools for professional and beginner game developers alike. Starting with the basics of learning how to install GameMaker, this book will take you all the way through...
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Packt, 2016. — 307 p. in color. — ISBN: 9781786460301 Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving...
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Springer, 2016. — 222 p. — ISBN 9783319300023. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that...
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Монография 2019. -242 с. На английском языке Pixel Logic - это всестороннее учебное пособие по пиксельной графике на 242 страницах! Эта книга фокусируется на визуальном обучении и максимально ограничивает текст, в отличие от других учебных пособий. В пиксельной графике вы имеете полный контроль и можете самостоятельно управлять каждым пикселем. Продвинутые инструменты не сделают...
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Nova Publishers, 2013. — 160 p. — ISBN-13 978-1624175770. The idea that such pervasive and ever-growing immersion in digital gaming affects gamers real life seems obvious and is the focus of this volume. A wide range of topics was collected under the "Psychology of Gaming" header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming,...
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Packt Publishing, 2015. — 298 p. — ISBN 978-1-78439-577-3. Throughout this book, I'll try to share my knowledge on how to make video games and share them with you. Five different projects will be covered, which include many techniques and ways to resolve quite commons problems involved in game development. The technologies used are the C++ programming language (2011 standard) and...
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Course Technology PTR, 2002. — 816 p. — ISBN 9780761532989. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C++ and Windows programming. After you cover the basics, you'll move on to sockets, DirectPlay, Direct3D, DirectAudio, and DirectInput programming, as well as multiplayer...
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New Riders Publishing, 2003. — 768 pages. ISBN : 0-1310-1816-7 Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical,...
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Apress, 2016. - 528p. This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see...
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Premier Press, 2003. - 726 p. 4th Edition. ISBN 1592001041, 9781592001040 This book is for everyone involved in game development and for those who want to break into the industry. Calling someone a game developer covers a lot of territory. A developer might be an artist making 3D models; a producer handling external development; a level designer or composer; a programmer or...
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Course Technology PTR, 2004, 377 p. Second Edition. ISBN-13: 978-1592004935 Chapter 1 describes how to develop a mere idea into a project that a publisher will agree to fund. Chapter 2 lays out the fundamental rules of good game design. Chapter 3 analyzes different genres and deals with category-specific design issues. It also contains sidebar interviews with top designers...
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Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
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Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
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Packt Publishing, 2013. — 50 p. Expand your Minecraft world by learning to code with Minecraft: Pi Edition Overview Learn something new in an Instant! A short, fast, focused guide delivering immediate results Enhance your Minecraft building techniques using computer code Get started with the Linux operating system on the Raspberry Pi Make the Minecraft world interact with the real...
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2017. — 124 p. — ISBN 0692920927. Working in the video game industry is an incredibly rewarding career, but it's hard to break in unless you have insider knowledge. This book levels the playing field. Learn how to start your career making video games, directly from game industry expert Jason W. Bay. Topics range from choosing a career track, all the way through writing your...
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2017. — 124 p. — ISBN 0692920927. Working in the video game industry is an incredibly rewarding career, but it's hard to break in unless you have insider knowledge. This book levels the playing field. Learn how to start your career making video games, directly from game industry expert Jason W. Bay. Topics range from choosing a career track, all the way through writing your...
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New York: John Wiley & Sons, 2011. — 482 p. The first computer simulation book for anyone designing or building a gameAnswering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree....
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Second Edition. — Cengage Learning PTR, 2009. — 320 p. ISBN-10: 159863528X ISBN-13: 978-1598635287 Are you a beginning programmer just getting started in 3D graphics programming? If you're comfortable programming in C++ and have a basic understanding of 3D math concepts, "Beginning OpenGL Game Programming, Second Edition" will get you started programming 3D graphics for games...
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Cengage Learning, 2006. — 464 Pages. Print ISBN-10: 1-58450-444-7 ISBN-13: 978-1-58450-444-3 With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game...
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Apress, 2014. — 220 p. — ISBN 9781430267010. Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for...
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Apress, 2014. — 220 p. — ISBN 9781430267010. Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for...
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New Yprk: A K Peters Ltd, 1997. - 247p. There is a small community of programmers attempting to create Go playing computer programs and this effort has met with some small success. To say the least, this work is in it's infancy - at least if this book is any indication. If you're actually interested in Go, this book is not going to be much help. There are numerous alternative...
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Springer International Publishing, Switzerland, 2015. — 286 p. — (Human–Computer Interaction Series) — ISBN 9783319159843. Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing...
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Springer, 2015. — 296 p. — ISBN 9783319159843. Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and...
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Packt Publishing, 2014. — 294 p. — ISBN-10 184969592X. Develop engaging and immersive mods with Source SDK. Overview. Create maps and mods using the tools provided with Source SDK. Learn how to use Hammer to create your own game worlds. Create goal-driven A.I. sequences and scripts. Master Source SDK tools with ease with step by step tutorials.
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Dark Horse Comics, 2015. — 368 p. The Art of Fallout 4 содержит 368 страниц ранее демонстрировавшихся эскизов и рисунков концепт-арта игрового окружения, персонажей, оружия и многого другого, дополненных комментариями разработчиков. Издание поступило в продажу 22 декабря 2015 г. Fallout 4 — компьютерная игра в жанре Action RPG, разработанная Bethesda Game Studios и изданная...
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Bethesda Softworks, 2008.— 98 p. Искусство Fallout 3 - это артбук, выпущенный с коллекционным изданием Fallout 3. В артбуке представлены концепт-арты Крейга Маллинса и Адама Адамовича. Fallout 3 — компьютерная игра в жанре Action/RPG, третья каноническая игра в серии Fallout. Была разработана компанией Bethesda Game Studios и издана Bethesda Softworks и ZeniMax Media. Fallout 3...
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Wordware Publishing, 2003. — 432 pages. — Series: Wordware Game Developer's Library ISBN-10: 1556229518 ISBN-13: 978-1556229510 This is the first handbook for game development with detailed coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for content, such as motion capture and voice-over...
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CRC Press, 2018. — 532 p. — ISBN 1498788742. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console...
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Vintage Books, 2011. — 242 pages In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the...
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Blizzard entertriment, 2016. — 168 p. Артбук "Overwatch Collector's Edition Visual Source Art Book" был включен в коллекционное издание Overwatch. Он имеет 168 страниц контента Overwatch, охватывающих все начальные 21 героев, 12 карт и обзорные истории организации Overwatch.
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Apress, 2017. — 159 p. — ISBN 978-1-4842-3215-6. Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to benefit...
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Apress, 2017. — 159 p. — ISBN 978-1-4842-3215-6. Apply lean frameworks and other concepts of software development to the process of your game development. Resistance to Agile methodologies in the gaming industry is most often due to frustrated attempts to use lean tools and frameworks. Lean Game Development teaches you how to apply frameworks and concepts successfully to benefit...
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Amazon Digital Services LLC, 2019. — 120 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
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Amazon Digital Services LLC, 2019. — 328 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
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Amazon Digital Services LLC, 2019. — 120 р. In the first 20 chapters, learn to program in C on Windows with over 30 examples. No prior programming knowledge is needed. Then for the remaining 20 chapters put your new found knowledge to use and learn how to program an arcade quality game - Asteroids. Full instructions are provided for installing all the free software that you'll...
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Packt Publishing, 2013. — 336 p. Creating video games has traditionally been a long and complicated process, requiring years of experience and a vast array of skills. However, with the introduction of comprehensive game-development toolkits such as Stencyl, the fun has returned to the art of game-creation - anyone who has the desire to create their own video game can now do so...
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Packt Publishing, 2013. — 116 p. — ISBN: 178398354X. На англ. языке. Starling makes it very easy for an ActionScript developer to create cross-platform, multiplayer games. Starling utilizes GPU to render all the content for excellent performance on a wide range of devices. Multiplayer games have become a very lucrative market, pulling in more and more developers who try to...
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Packt Publishing, 2013. — 116 p. + Examples Code. — ISBN: 178398354X. На англ. языке. Starling makes it very easy for an ActionScript developer to create cross-platform, multiplayer games. Starling utilizes GPU to render all the content for excellent performance on a wide range of devices. Multiplayer games have become a very lucrative market, pulling in more and more...
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Fairchild Books, 2016. — 192 p. — ISBN-13 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into...
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Fairchild Books, 2016. — 192 p. — ISBN-13 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into...
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Fairchild Books, 2016. — 192 p. — ISBN-13 978-1472567116. A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into...
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Amanita Design, 2012. — 25 p. Botanicula is a point-and-click adventure game developed by Amanita Design. Botanicula follows the adventure of five botanical creatures who are trying to save the last seed of their home tree from evil parasitic creatures that have infested their home.
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2nd Edition. — O'Reilly Media, 2013. — 577 p. — ISBN: 978-1-4493-9251-2. If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox,...
  • №64
  • 15,87 МБ
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O'Reilly, 2004. — 400 p. 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...
  • №65
  • 5,49 МБ
  • добавлен
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O'Reilly, 2004. — 392 p. 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...
  • №66
  • 2,83 МБ
  • добавлен
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O'Reilly, 2004. — 392 p. 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...
  • №67
  • 25,29 МБ
  • добавлен
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Tłumaczenie: Krzysztof Masłowski. — Gliwize: Wydawnictwo Helion, 2003. — 130 s. — ISBN: 83-7361-152-5. — (in Polish). Tytuł oryginalu: Physics for Game Developers (/file/1144757/). Książka ta została napisana dla twórców gier komputerowych, którzy do tworzonych gier muszą włączać elementy rzeczywistej fizyki, choć brak im w tej dziedzinie odpowiedniej wiedzy i wykształcenia....
  • №68
  • 45,66 МБ
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O'Reilly, 2004. — 400 p. 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...
  • №69
  • 2,81 МБ
  • дата добавления неизвестна
  • изменен
CRC Press, 2018. — 274 p. Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious...
  • №70
  • 7,69 МБ
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Packt Publishing, 2018. — 298 p. — ISBN 1788831500. Create interactive cross-platform games with the Godot Engine 3.0 Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot...
  • №71
  • 3,51 МБ
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Packt Publishing, 2018. — 298 p. — ISBN 1788831500. Create interactive cross-platform games with the Godot Engine 3.0 Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot...
  • №72
  • 7,13 МБ
  • добавлен
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Course Technology, 2009. — 317 p. Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or...
  • №73
  • 4,27 МБ
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Wiley, 2016. — 131 p. Creating Digital Animations is your ticket to learning animation! Learn how to animate your very own characters using Scratch—the free multimedia tool that lets you create interactive stories, games, and animations. Designed specifically for kids aged seven and up, this easy-to-follow, full-color guide introduces you to important game design concepts...
  • №74
  • 22,88 МБ
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Dummies Junior, 2016. — 131 p. — ISBN 978-1-119-17722-7. Is your youngster a designer at heart? Read on! Designing Digital Games helps children apply their design skills to video game design using Scratch—and this book! Introducing simple programming concepts over the course of three easy-to-follow projects, it shows your child how to use the free Scratch platform to create a...
  • №75
  • 61,40 МБ
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First Second, 2016. — 256 p. — ISBN-13 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in...
  • №76
  • 8,31 МБ
  • добавлен
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First Second, 2016. — 256 p. — ISBN-13 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in...
  • №77
  • 49,12 МБ
  • добавлен
  • изменен
First Second, 2016. — 256 p. — ISBN-13 978-1626723153. It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in...
  • №78
  • 69,68 МБ
  • добавлен
  • изменен
Packt Publishing, 2014. — 114 p. — ISBN 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design and...
  • №79
  • 6,90 МБ
  • добавлен
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Packt Publishing, 2014. — 114 p. — ISBN 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design and...
  • №80
  • 4,78 МБ
  • добавлен
  • изменен
Packt Publishing, 2014. — 114 p. — ISBN 9781783283613. Clickteam Fusion is an extremely powerful yet easy-to-use visual creation tool. With Clickteam Fusion’s amazing event editor system, you are able to quickly generate games or apps without having to master a traditional programming language. Clickteam Fusion is a game and application authoring tool that allows you to design and...
  • №81
  • 31,04 МБ
  • добавлен
  • изменен
Amazon Digital Services LLC, 2018. — 584 р. The book utilizes a unique problem-solving way of educate you the technological fundamentals of growth, such as data types, factors, features, and arrays. You will also use techniques such as pseudocode and process applying to come up with alternatives without having to type anything into a computer, and then turn the alternatives into...
  • №82
  • 6,54 МБ
  • добавлен
  • изменен
Amazon Digital Services LLC, 2018. — 584 р. The book utilizes a unique problem-solving way of educate you the technological fundamentals of growth, such as data types, factors, features, and arrays. You will also use techniques such as pseudocode and process applying to come up with alternatives without having to type anything into a computer, and then turn the alternatives into...
  • №83
  • 2,33 МБ
  • добавлен
  • изменен
2002, 481 p. This book is fundamentally about making better games. It focuses on doing this by making the computer opponents smarter, more capable, and more human. This is an area of knowledge that has only been getting attention in any meaningful sense for the past decade or so. As this book goes to press, developers can look around and find the game industry exploding with...
  • №84
  • 11,07 МБ
  • дата добавления неизвестна
  • изменен
Jones & Bartlett Publishers, 2005. - 521 p. 1 edition. ISBN-13: 978-1556220784. Programming Game AI by Example is an excellent book for the game program- ming neophyte, the intermediate programmer, and even the expert — it doesn’t hurt to go over familiar ground, does it? The book concisely covers all of the important areas, including basic maths and physics through to graph...
  • №85
  • 11,72 МБ
  • дата добавления неизвестна
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Cengage Learning PTR, 2002. — 480 p. — (Premier Press Game Development). — ISBN 193184108X. "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 readers through the theory a step...
  • №86
  • 9,54 МБ
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No Starch Press, 2015. — 224 p. — ISBN: 1593275757, 9781593275754 A hands-on guide to web game development for programmers interested in building games using HTML5, CSS3, and JavaScript. If you already have even basic familiarity with HTML, CSS, and JavaScript, you''re ready to learn how to build a browser-based game. InBuild an HTML5 Game, you''ll use your skills to create a...
  • №87
  • 6,42 МБ
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San Francisco: No Starch Press, 2015. — 224 p. — ISBN: 1593275757, 9781593275754 A hands-on guide to web game development for programmers interested in building games using HTML5, CSS3, and JavaScript. If you already have even basic familiarity with HTML, CSS, and JavaScript, you''re ready to learn how to build a browser-based game. InBuild an HTML5 Game, you''ll use your...
  • №88
  • 2,69 МБ
  • добавлен
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Addison-Wesley Professional, 2013. — 368 p. — ISBN-13 9780321898388. Want to start building great web games with HTML5 and javascript? Moving from Flash or other game platforms? Already building HTML5 games and want to get better and faster at it? This guide brings together everything you need: expert guidance, sample projects, and working code! Evan Burchard walks you...
  • №89
  • 20,57 МБ
  • добавлен
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Addison-Wesley Professional, 2013. — 368 p. — ISBN-13 9780321898388. Want to start building great web games with HTML5 and javascript? Moving from Flash or other game platforms? Already building HTML5 games and want to get better and faster at it? This guide brings together everything you need: expert guidance, sample projects, and working code! Evan Burchard walks you...
  • №90
  • 20,57 МБ
  • добавлен
  • изменен
Addison-Wesley Professional, 2013. — 368 p. — ISBN-13 9780321898388. Want to start building great web games with HTML5 and javascript? Moving from Flash or other game platforms? Already building HTML5 games and want to get better and faster at it? This guide brings together everything you need: expert guidance, sample projects, and working code! Evan Burchard walks you...
  • №91
  • 20,90 МБ
  • добавлен
  • изменен
Focal Press, 2015. — 117 p. — ISBN 9781315756516. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of...
  • №92
  • 1,62 МБ
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No Starch Press, 2016. — 304 p. — ISBN 978-1-59327-669-0. You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking...
  • №93
  • 10,01 МБ
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Udon Entertainment, 2014. — 192 p. DmC Devil May Cry: Visual Art собирает все концептуальное искусство с современным переосмыслением вселенной Devil May Cry и его персонажей. Включены ключевые визуальные эффекты. DmC Devil May Cry изображает двуличный мир, где ничто никогда не бывает так, как кажется, и грань между добром и злом постоянно размыта. Побуждаемый к действию обещаниями...
  • №94
  • 124,76 МБ
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Capcom, 2009. — 26 p. Артбук входил в коллекционное издание Resident Evil 5 Limited Edition. Resident Evil 5 — видеоигра, разработанная и изданная компанией Capcom. Resident Evil 5 является седьмой по счёту игрой в основной серии Resident Evil, вышедшей в Японии 5 марта 2009 года на Xbox 360 и PlayStation 3, в США и Европе 13 марта 2009 года. 2009 год. После падения корпорации...
  • №95
  • 14,71 МБ
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Capcom, 2013. — 63 p. Resident Evil 6 — видеоигра, разработанная и изданная Capcom для Xbox 360, PlayStation 3 и Windows. Девятая игра в основной серии. Версии игры для консолей вышли 2 октября 2012 года. Версия для Windows появилась 22 марта 2013 года. В 2016 году вышло переиздание игры для консолей PlayStation 4 и Xbox One. Версии игры для консолей вышли 29 марта 2016 года. В...
  • №96
  • 25,92 МБ
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Capcom, 2009. — 205 p. Большой артбук Resident Evil Biohazard 5 Official Art Works Art book изданный в Японии. Resident Evil 5 — видеоигра, разработанная и изданная компанией Capcom. Resident Evil 5 является седьмой по счёту игрой в основной серии Resident Evil, вышедшей в Японии 5 марта 2009 года на Xbox 360 и PlayStation 3, в США и Европе 13 марта 2009 года.
  • №97
  • 100,82 МБ
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Capcom, 2013. — 56 p. Артбук из коллекционной версии игры Resident Evil Revelations. Resident Evil: Revelations — видеоигра в жанре Survival Horror, разработанная и изданная японской компанией Capcom для портативной консоли Nintendo 3DS. Является восьмой по счёту игрой основной серии. Игра появилась на прилавках в январе и феврале 2012 года. В мае 2013 года вышла версия игры с...
  • №98
  • 19,23 МБ
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CRC Press, 2018. — 185 p. — ISBN-13 978-1-1388-0692-4. This book is geared towards both students as well as professionals who are looking to enter the mobile (tablet/smartphone) and PC (personal computer) industry as concept artists (for both 2D and 3D production pipelines) or 2D production artists (game-ready assets). This book is not specifically focused on game design or game...
  • №99
  • 96,66 МБ
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Springer, 2017. — 188 p. — (Communications in Computer and Information Science). — ISBN 3319579681. This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New...
  • №100
  • 12,69 МБ
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Nomad Press, 2015. — 128 p. — ISBN 9781619303003. Catch a kid looking down, and chances are they're focused on a screen, deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2-17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are...
  • №101
  • 20,31 МБ
  • добавлен
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Nomad Press, 2015. — 128 p. — ISBN 9781619303003. Catch a kid looking down, and chances are they're focused on a screen, deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2-17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are...
  • №102
  • 10,29 МБ
  • добавлен
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Springer, 2018. — 318 p. — (Gaming Media and Social Effects). — ISBN 10 9811018898, ISBN 13 978-9811018893. This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to...
  • №103
  • 11,30 МБ
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New Riders Games, 2003. — 768 p. — ISBN-10: 1592730043 ISBN-13: 978-1592730049 Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic...
  • №104
  • 3,17 МБ
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Lulu.com, 2013. — 200 p. — ISBN 9781300540618. The text features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game...
  • №105
  • 14,56 МБ
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Apress, 2019. — 346 p. — ISBN 978-1484249192, 1484249194. Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming...
  • №106
  • 5,34 МБ
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Apress, 2017. — 745 p. — ISBN 10 148422969X, ISBN 13 978-1484229699. Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and...
  • №107
  • 1,91 МБ
  • добавлен
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Apress, 2017. — 233 p. — ISBN 10 148422969X, ISBN 13 978-1484229699. Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and...
  • №108
  • 4,45 МБ
  • добавлен
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2016. — 190 p. — ISBN 1536826855. Good escape rooms are made by thinking of the player experience first. Escape the Game covers all aspects of creating your escape room from scratch. The book is meant to inspire designers to think holistically and to think about their escape rooms as more than the sum of their parts. If you are thinking of opening an escape game or are wondering...
  • №109
  • 8,38 МБ
  • добавлен
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2016. — 190 p. — ISBN 1536826855. Good escape rooms are made by thinking of the player experience first. Escape the Game covers all aspects of creating your escape room from scratch. The book is meant to inspire designers to think holistically and to think about their escape rooms as more than the sum of their parts. If you are thinking of opening an escape game or are wondering...
  • №110
  • 10,09 МБ
  • добавлен
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Intellect Ltd, 2007. — 283 pages. ISBN-10: 1841501425 ISBN-13: 978-1841501420 Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field. Together, the contributions position...
  • №111
  • 5,66 МБ
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Intellect Ltd, 2014. — 250 p. — ISBN 9781841504193. Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition features an extended...
  • №112
  • 32,33 МБ
  • добавлен
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Course Technology PTR, 2004. — 440 p. — ISBN 1592000932. Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into...
  • №113
  • 70,55 МБ
  • дата добавления неизвестна
  • изменен
= Продюсирование видеоигр. От бизнеса и бюджета до творчества и дизайна. — Focal Press, 2010. — 304 p. — ISBN 978-0-240-81070-6. Master the secrets behind video game production — from concept to completion — with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and...
  • №114
  • 4,59 МБ
  • дата добавления неизвестна
  • изменен
15th Ed. — Kidware Software LLC, 2017. — 968 p. — ASIN B073PDXYK6. Preview ebook Programming Games with Visual Basic is a second semester self-paced "intermediate" computer game programming tutorial consisting of 10 chapters explaining (in simple, easy-to-follow terms) how to build Visual Basic Games. The games built are non-violent and teach logical thinking skills. To grasp the...
  • №115
  • 15,67 МБ
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The Punk Effect, 2016. — 446 p. Ultimate Nintendo: Guide to the NES Library is an expansive and thorough look at one of the greatest video game libraries of all time: the Nintendo Entertainment System. This definitive source contains reviews and screenshots of all of the mainstream games released for the home video game console between 1985-1995. Read about hundreds of fun and...
  • №116
  • 49,76 МБ
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CRC Press, 2015. — 311 p.: 13 color & 73 b/w Ill. — ISBN-10: 1482226685, ISBN-13: 978-1-4822-2669-0. На англ. языке. Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in...
  • №117
  • 25,63 МБ
  • добавлен
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Wiley, 2014. — 352 p. Level up from gamer to creator with Gamestar Mechanic. Do you think you can design the ultimate video game? It's more than just flashy effects and cool graphics. Gamestar Mechanic helps you build the skills you need to become a master designer. Go on Quests, collect your Sprites and design your very own game that you can publish instantly and receive feedback...
  • №118
  • 18,26 МБ
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A Chronology of Game Programming. Before Spacewar. Spacewar to Atari. Game Consoles and Personal Computers. Shakedown and Consolidation. The Advent of the Game Engine. The Handheld Revolution. The Cellular Phenomenon. Multiplayer Games. Game Architecture. Real-Time Software. The Game Logic Section. The Presentation Section. The Programming Process. Data Structures...
  • №119
  • 4,45 МБ
  • дата добавления неизвестна
  • изменен
Triumph Books, 2016. — 128 р. — ISBN 978-1629373270. A game of survival, exploration, and discovery, No Man's Sky is one of the fastest-growing phenomena in video game history, attracting and astounding players of all ages. The game's 18 quintillion planets are procedurally generated, meaning you could very well be the first person to ever set eyes on a planet that even the game...
  • №120
  • 30,36 МБ
  • добавлен
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Apress, 2019. — 542 p. — ISBN-13: 978-1-4842-5009-9. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine....
  • №121
  • 6,72 МБ
  • добавлен
  • изменен
Apress, 2019. — 542 p. — ISBN-13: 978-1-4842-5009-9. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine....
  • №122
  • 4,86 МБ
  • добавлен
  • изменен
Apress, 2019. — 542 p. — ISBN-13 (electronic): 978-1-4842-5010-5. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning...
  • №123
  • 7,30 МБ
  • добавлен
  • изменен
Apress, 2019. — 542 p. — ISBN-13 (electronic): 978-1-4842-5010-5. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning...
  • №124
  • 7,16 МБ
  • добавлен
  • изменен
Apress, 2019. — 542 p. — ISBN-13 (electronic): 978-1-4842-5010-5. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning...
  • №125
  • 7,36 МБ
  • добавлен
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Apress, 2015. — 416 p. — ISBN 978-1-484217-89-4. Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, 4th Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics;...
  • №126
  • 8,76 МБ
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New Riders Publishing, 2003. — 496 Pages. ISBN : 0-13-146099-4 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,...
  • №127
  • 2,14 МБ
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New Riders, 2012. — 361 p. — ISBN 9780321864970. As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the...
  • №128
  • 2,73 МБ
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Kindle Edition. 96 pages. The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.
  • №129
  • 367,93 КБ
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Routledge, 2015. — 166 p. — ISBN-13 978-1138925533. Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a...
  • №130
  • 725,72 КБ
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Charles River Media, 2003, 357 pages, ISBN: 1584502207 After playing the same levels or flying the same airplane over and over, many avid gamers quickly tire of their games. Now, with gmax supported games, they have a 3D modeling tool that is easy to use, comes with documentation, and includes a common framework that can be used to modify many popular games. The gmax(tm)...
  • №131
  • 37,62 МБ
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CreateSpace Independent Publishing, 2015. — 247 p. Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises,...
  • №132
  • 6,32 МБ
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CreateSpace Independent Publishing, 2015. — 247 p. Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises,...
  • №133
  • 13,66 МБ
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Crytek, 2011. — 172 p. Crysis 2 — мультиплатформенная компьютерная игра, научно-фантастический шутер от первого лица, разработанный немецкой компанией Crytek и изданный Electronic Arts. Игра вышла 22 марта 2011 года в Северной Америке, 24 марта 2011 года в Европе и 25 марта 2011 года в Австралии для платформ ПК, Xbox 360 и PlayStation 3.
  • №134
  • 128,68 МБ
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Packt Publishing Ltd., 2013. — ISBN 978-1-78328-003-2. In this book, we will be introduced to augmented reality, and how to achieve it using powerful but simple tools. Using the free license of Vuforia and Unity 3D, we will see how the two technologies can seamlessly entwine and produce amazing results. We will learn how to design a great augmented reality experience that will...
  • №135
  • 6,68 МБ
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ETC Press, 2011. — 204 p. — ISBN 1257979701. Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. Yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for Thoughtful Gamers presents a sequence of...
  • №136
  • 3,62 МБ
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Packt Publishing, 2017. — 348 p. — ISBN-13 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
  • №137
  • 23,09 МБ
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Packt Publishing, 2017. — 348 p. — ISBN-13 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
  • №138
  • 12,07 МБ
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Packt Publishing, 2017. — 348 p. — ISBN-13 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
  • №139
  • 11,96 МБ
  • добавлен
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Packt Publishing, 2017. — 348 p. — ISBN-13 9781787122819. The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with...
  • №140
  • 4,10 МБ
  • добавлен
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Charles River Media, 2007. — 512 pages. This is one of the first books CRM published in game development and it has been very successful. There are thousands of more game players today than there were in 2000 and many of these players want to know how to make their own games. Most of these people are not programmers, however, so they need a non-programming why to learn and...
  • №141
  • 20,28 МБ
  • дата добавления неизвестна
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Course Technology PTR, 2008. - 297 pages. Get ready to make fun and exciting computer games, no programming required! Game Creation for Teens shows teens and other beginners how to make their very own awesome games using the Games Factory 2, a simple drag-and-drop game creation system. By the end of the book, you'll have made three amazing sample games and have the skills and...
  • №142
  • 7,67 МБ
  • дата добавления неизвестна
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Cengage Learning PTR, 2011. — 336 p. — ISBN 9781598638516. If you have the latest version of the popular MMO program Realm Crafter Pro and some experience with C#, simply follow this step-by-step guide and soon you will be playing a game of your own creation. An approachable, introductory guide for any aspiring game developer who wants to create MMOs, the book will help you...
  • №143
  • 5,73 МБ
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Titan Books, 2018. — 192 p. «Shadow of The Tomb Raider» вышла 14 сентября 2018 года одновременно на всех основных платформах — Xbox One, PS4 и PC. «Shadow of the Tomb Raider» создавалась опытной командой разработчиков из студии Eidos Montreal при участии Crystal Dynamics и Nixxes Software. В книге собраны эксклюзивные образцы концепт-артов, сопровождающиеся комментариями...
  • №144
  • 120,32 МБ
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Course Technology PTR, 2010. - 432 pages. 3 edition. ISBN-13: 978-1435457423 This book is lor anyone who wants to program games. It's aimed at the total beginner and assumes no previous programming experience. It you're comfortable using your computer, then you cm start your game programming odyssey right here. But just because this book is written for the beginner, that...
  • №145
  • 46,49 МБ
  • дата добавления неизвестна
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Focal Press, 2011. — 504 p. — ISBN-13 9780240819334. The independent developer has ascended, and the new business model demands agility. You have to be able to work on all aspects of game creation, and your team's game will publish directly to platforms like Android, iPhone, and Facebook. You'll use Unity, the hottest game engine out there, to do it. In order to earn your place...
  • №146
  • 42,09 МБ
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No Starch Press, 2016. — 112 p. — ISBN 9781593277659. Beautiful Minecraft is a compendium of stunning artwork built in Minecraft. Using millions of blocks and spending hundreds of hours, these artists have created floating steampunk cities, alien worlds, detailed classical sculptures, fantastical landscapes, architectural marvels, and more. The results are simply beautiful.
  • №147
  • 118,08 МБ
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Gamkedo, 2015. — 560 p. Tried getting into videogame development before but found other resources didn't help? Been dreaming about making your own games, and want a comprehensive way to get started? This book and its source examples will get you creating your own games at home, beginning today. No special software required! Through creating six different classic game types you'll...
  • №148
  • 13,95 МБ
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Charles River Media, 2000, 600 pp, ISBN: 1584500492 Aimed at the working (or aspiring) Visual C/C++ game programmer, Game Programming Gems contains over 60 programming tips that have been gathered from more than 40 working game gurus. It you want to build your own games or are interested simply in how games work, this text provides an intriguing glimpse into how the pros create...
  • №149
  • 44,27 МБ
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Charles River Media, 2001, 575 pp, ISBN: 1584500549 Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques,and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts, each contribution provides a...
  • №150
  • 21,49 МБ
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Packt Publishing, 2014 - 350; ISBN-13: 978-1-78355-944-2; на англ. языке. Book Description GameMaker: Studio is a popular game engine used to publish games to a variety of platforms. Although GameMaker: Studio's drag-and-drop functionality makes creating games simple and fast, utilizing scripts can really help organize and speed up GameMaker's workflow exponentially. This...
  • №151
  • 17,98 МБ
  • добавлен
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Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start making...
  • №152
  • 10,83 МБ
  • добавлен
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Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start making...
  • №153
  • 6,16 МБ
  • добавлен
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Packt Publishing, 2015. — 175 p. Create awesome cross-platform games in no time, and with no coding This guide will teach you everything you need to know to start developing your own game, from the design process, to the creation, and in-depth development features of GameSalad. Create a complete game through the course of the book with in-depth, hands-on instructions Start making...
  • №154
  • 387,26 КБ
  • добавлен
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Charles River Media, 2006, 736pp, ISBN: 1584504501 Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to...
  • №155
  • 30,55 МБ
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Packt Publishing Ltd., 2013 — 112 p. — ISBN 978-1-78328-187-9 На англ. языке. Modern 3D graphics and game physics can seem like complex and confusing elements of game development from the outside, but this book will reveal what's going on under the hood of two modern and feature-rich graphics and physics APIs: OpenGL and Bullet physics. After you finish this book, you'll be...
  • №156
  • 1,89 МБ
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The Pragmatic Bookshelf, 2013. — 258 p. — ISBN-13: 978-1-937785-57-4. На англ. языке. Develop cross-platform mobile games with Corona using the Lua programming language! Corona is experiencing explosive growth among mobile game developers, and this book gets you up to speed on how to use this versatile platform. You’ll use the Corona SDK to simplify game programming and take a...
  • №157
  • 17,37 МБ
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The Pragmatic Bookshelf, 2013. — 258 p. — ISBN-13 978-1-937785-57-4. Develop cross-platform mobile games with Corona using the Lua programming language! Corona is experiencing explosive growth among mobile game developers, and this book gets you up to speed on how to use this versatile platform. You’ll use the Corona SDK to simplify game programming and take a fun, no-nonsense...
  • №158
  • 9,47 МБ
  • добавлен
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Packt Publishing, 2017. — 394 p. — ISBN 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or...
  • №159
  • 5,88 МБ
  • добавлен
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Packt Publishing, 2017. — 394 p. — ISBN 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or...
  • №160
  • 2,57 МБ
  • добавлен
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Packt Publishing, 2017. — 394 p. — ISBN 978-1-78712-783-8. Utilize proven solutions to solve common problems in game development. You’ve learned how to program, and you’ve probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or...
  • №161
  • 2,46 МБ
  • добавлен
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Oxford University Press, 2018. — 560 p. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game...
  • №162
  • 63,14 МБ
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Focal Press, 2015. — 178 p. — ISBN 978-1138801547. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself.? A Practical Guide to Indie Game Marketing?provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited...
  • №163
  • 2,46 МБ
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Course Technology PTR, 2009. — 320 p. — ISBN 978-1-59863-568-3. Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share.
  • №164
  • 7,22 МБ
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Course Technology, 2010. — 275 p. — ISBN 1435456424. TORQUE FOR TEENS, SECOND EDITION teaches beginners the techniques they need to design their very own video games using Garage Games' powerful 3D computer game engine, Torque. Written in simple language, each chapter begins with a basic overview of the topic being covered, followed by step-by-step instructions to help readers...
  • №165
  • 10,55 МБ
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Focal Press, 2014. — 376 p. — ISBN 978-0415812290. Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule....
  • №166
  • 7,18 МБ
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2005, 754 p. The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new...
  • №167
  • 6,24 МБ
  • дата добавления неизвестна
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Издательство Morgan Kaufmann, 2001, -586 pp. This book is the culmination of many years of reading and participating in the Internet newsgroups on computer graphics and computer games, most notably comp.graphics.algorithms and the hierarchy of groups comp.games.development. The focus of my participation has been to provide free source code that solves common problems that arise...
  • №168
  • 5,69 МБ
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Morgan Kaufmann, 2001. - 561 pages. ISBN 1558605932, 9781558605930 This book is the culmination of many years of reading and participating in the Internet newsgroups on computer graphics and computer games, most notably comp.graphics.algorithms and the hierarchy of groups comp.garnes.development. The focus of my participation has been to provide free source code that solves...
  • №169
  • 69,57 МБ
  • дата добавления неизвестна
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Elsevier Science, 2003. — 816 р. — ISBN 1558607404, 9781558607408 The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new...
  • №170
  • 68,82 МБ
  • добавлен
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Elsevier Science, 2003. — 816 p. — ISBN 1558607404, 9781558607408. The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new...
  • №171
  • 10,97 МБ
  • дата добавления неизвестна
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4th Edition. — Editors. — Future Publishing, 2019. — 160 р. This special edition from Edge magazine takes a look at the stories behind some of the best and most influential games of all time. Tekken, Medal Of Honor, BioShock, Assassin's Creed, Left 4 Dead, Limbo, Doom, Pong, Titanfall 2, Kentucky Route Zero and many more!
  • №172
  • 25,00 МБ
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Chelsea Clubhouse, 2009. — 32 pages. — ISBN: 1604136030 From Pac-Man to Xbox, people love playing video games. But many are unaware of the importance math plays when it comes to designing these addictive games. How Video Game Designers Use Math guides readers through the math concepts designers use to create and produce their games. Concepts and skills emphasized include:...
  • №173
  • 2,81 МБ
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Packt Publishing, 2013. — 364 p. — ISBN: 1849694109. На англ. языке. The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path...
  • №174
  • 4,16 МБ
  • добавлен
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Packt Publishing, 2013. — 364 p. — ISBN: 1849694109. На англ. языке. The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path...
  • №175
  • 11,21 МБ
  • добавлен
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Springer, 2013. — 870 p. — ISBN: 1447147685, 9781447147688, 9781447147695 Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player...
  • №176
  • 14,81 МБ
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Morgan Kaufmann, 2004. - 632 pages. ISBN: 978-1558607323 The goal of this book is to provide efficient solutions for games and all other realtime applications to address their collision detection problems. To make this possible, this book provides an extensive coverage of the data structures and algorithms related to collision detection systems. Implementing collision detection...
  • №177
  • 3,00 МБ
  • дата добавления неизвестна
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1996, 983 p. This book provides you with the foundations for creating Java games of all types, such as board games, video games, and networked/multiplayer games. We recommend that you have some basic knowledge of C, C++, or Java before diving in. The underlying thread of this book is that good object- oriented design and good Java games go hand in hand, so we devote the early...
  • №178
  • 6,02 МБ
  • дата добавления неизвестна
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Cengage Learning PTR, 2005. — 256 pages. — Series: Premier Press Game Development ISBN-10: 1592004342 ISBN-13: 978-1592004348 This book is for people interested in learning the skills to be a level designer. The book covers the very basics,and moves to some fairly advanced topics.However, because of the enormous amount of level editing tools available to the public, this book...
  • №179
  • 5,47 МБ
  • дата добавления неизвестна
  • изменен
Wordware Publishing, 2000. — 514 p. — (Wordware Game Developer's Library) — ISBN-10: 1556227558 ISBN-13: 978-1556227554. Graphics play a central role in the computer gaming experience, and arcade-style games are no exception. Designing Arcade Computer Game Graphics emphasizes the development of quality graphics for 2D arcade-style computer games, both online and offline, including...
  • №180
  • 5,33 МБ
  • добавлен
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2nd edition. — CRC Press, 2014. — 517 p. Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the...
  • №181
  • 6,20 МБ
  • добавлен
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Routledge, 2015. — 288 p. Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey...
  • №182
  • 1,36 МБ
  • добавлен
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Emanuele Feronato. Flash Game Development by Example. Packt Publishing, 2011. - 324 p. You can’t call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up. Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic...
  • №183
  • 6,07 МБ
  • дата добавления неизвестна
  • изменен
Tim Fields. Distributed Game Development, Focal Press, 2010. - 240 p. Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships...
  • №184
  • 13,21 МБ
  • дата добавления неизвестна
  • изменен
CRC, 2018. — 268 p. — ISBN 1498780784. Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative...
  • №185
  • 108,69 МБ
  • добавлен
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Packt Publishing, 2013. — 318 p. If you've used the Corona Software Development Kit to build your very first new mobile app, you already know how easy it makes developing across all the pieces of this fragmented market. This book upgrades your knowledge of Lua and the Corona API with designs, habits and advanced concepts to speed your development and create more exciting apps....
  • №186
  • 20,59 МБ
  • добавлен
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Packt Publishing, 2013. — 322 p. — ISBN: 1849694184. На англ. языке. Over 65 recipes that will help you create and develop amazing mobile applications! PlayStation Mobile (ранее PlayStation Suite) - программное обеспечение для разработчиков, позволяющее разрабатывать и размещать созданные пользовательские приложения в PlayStation Store и на сертифицированные устройства...
  • №187
  • 13,49 МБ
  • добавлен
  • изменен
Packt Publishing, 2013. — 322 p. — ISBN: 1849694184. На англ. языке. Over 65 recipes that will help you create and develop amazing mobile applications! PlayStation Mobile (ранее PlayStation Suite) - программное обеспечение для разработчиков, позволяющее разрабатывать и размещать созданные пользовательские приложения в PlayStation Store и на сертифицированные устройства...
  • №188
  • 7,30 МБ
  • добавлен
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Lone Eagle, 2007, 469 pp. ISBN-10: 9781580650663 ISBN-13: 978-1580650663 • Authors are top game designers • Aspiring game writers and designers must have this complete bible About the Author Flint Dille and John Zuur Platten’s company, The Bureau of Film and Games, develops original games for next-generation platforms. They co-wrote Chronicles of Riddick: Escape...
  • №189
  • 1,79 МБ
  • добавлен
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Course Technology PTR, 2004. — 800 p. — Series: Software Engineering Series ISBN-10: 1592001556 ISBN-13: 978-1592001552 Software engineering leads to better software products. This book teaches readers how to develop games according to a design and follow a standardized approach to game development. It provides a multitude of exercises that show just how software engineering...
  • №190
  • 24,86 МБ
  • добавлен
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Que Publishing, 2016. — 432 p. Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up...
  • №191
  • 38,90 МБ
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Cengage Learning PTR, 2004. — 212 pages. ISBN-10: 1592005934 ISBN-13: 978-1592005932 "Game Interface Design" reveals design principles and techniques that enable the reader to create aesthetic and easy to use, front-end menus and in-game interfaces. The reader learns how to blend smooth functionality with stunning visuals. Standards and goals for measuring the success of an...
  • №192
  • 6,46 МБ
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Course Technology PTR, 2004, 216 pages, ISBN: 1592003508 A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great...
  • №193
  • 15,15 МБ
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Course Technology PTR, 2006. — 216 pages. ISBN-10: 1598632701 ISBN-13: 978-1598632705 A game is only as intriguing as the characters that inhabit its world. Game Character Design Complete demonstrates each step of modeling, texturing, animating, and exporting compelling characters for your games. You?ll learn how to model in 3ds Max from sketch references, texture in Adobe...
  • №194
  • 13,19 МБ
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New Riders, 2003. — 576 pages. ISBN-10: 1592730078 ISBN-13: 978-1592730070 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...
  • №195
  • 4,58 МБ
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CRC Press, 2018. — 178 p. — ISBN 1498767656. Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods...
  • №196
  • 6,67 МБ
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Que, 2001. — 409 p. — ISBN 978-0789725929. Windows Game Programming with Visual Basic and DirectX is the only game programming book on the market that pairs the ease of Visual Basic with the power and flash of DirectX applications. The book is written to teach the skills and thoughts behind game programming, with hands-on examples and a simulation game project that results in a...
  • №197
  • 7,50 МБ
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Transcript-Verlag, 2016. — 280 р. — (Cultural and Media Studies). — ISBN 978-3837629835. How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these...
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  • 14,59 МБ
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2005, 491 p. Games are an integral part of all known human cultures. Digital games, in all their various formats and genres, are just a new expression of this ancient method of social interaction. Creating a good game, as noted in the Jung quote above, is a challenging task, one that requires a playful approach but a systematic solution. Part engineer, part entertainer, part...
  • №199
  • 13,07 МБ
  • дата добавления неизвестна
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CRC Press, 2014. — 535 p. — ISBN-13 9781482217162. — 3 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal...
  • №200
  • 11,57 МБ
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CRC Press, 2018. — 556 p. — 4 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game...
  • №201
  • 19,43 МБ
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CRC Press, 2018. — 556 p. — 4 ed. Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game...
  • №202
  • 24,18 МБ
  • добавлен
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4th Edition. — A K Peters/CRC Press, 2018. — 556 р. — ISBN 978-1138098770. Game Design Workshop is a truly great book, and has become, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. Tracy Fullerton demystifies the creative process with clear...
  • №203
  • 15,45 МБ
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Focal Press, 2008. — 624 p. — ISBN 9780240811475. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of...
  • №204
  • 65,03 МБ
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Focal Press, 2008. — 624 p. — ISBN 9780240811475. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of...
  • №205
  • 244,79 МБ
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WorldofLevelDesign.com, 2011. — 150 p. “The Ultimate Level Design Guide” - включает в себя рекомендации, советы, представление и принципы дизайн уровней и искусство игровой среды.
  • №206
  • 12,49 МБ
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2nd edition. — CreateSpace Independent Publishing Platform, 2016. — 307 p. — ISBN 978-1539103189. "Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction...
  • №207
  • 8,92 МБ
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CRC Press, 2016. — 312 p. — ISBN-13 978-1498706407. "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in...
  • №208
  • 5,24 МБ
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CRC Press, 2016. — 312 p. — ISBN-13 978-1498706407. "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in...
  • №209
  • 9,07 МБ
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Packt Publishing, 2015. — 212 p. — ISBN-13 9781784399849. GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having...
  • №210
  • 2,48 МБ
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Prentice Hall, 2014. — 640 p. Game programming offers a wealth of creative and business opportunities, and it’s never been more accessible. In Core HTML5 2D Game Programming, best-selling author David Geary shows you how to use freely available browser tools and open source resources to create video games that run in desktop browsers and on mobile devices. Geary walks you step by...
  • №211
  • 46,46 МБ
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Prentice Hall, 2014. — 640 p. Game programming offers a wealth of creative and business opportunities, and it’s never been more accessible. In Core HTML5 2D Game Programming, best-selling author David Geary shows you how to use freely available browser tools and open source resources to create video games that run in desktop browsers and on mobile devices. Geary walks you step by...
  • №212
  • 68,78 МБ
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Irrlicht - это графический 3D движок с открытым исходным кодом и высоким быстродействием, написанный на C++. Он являет собой готовый кросс-платформенный продукт, использующий как D3D, OpenGL так и собственный рендерер. Подводя итог, можно сказать, что в движке присутствуют все возможности коммерческих продуктов. Движок, за время существования, обрел огромное количество...
  • №213
  • 1,27 МБ
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Prometheus Books, 2018. — 202 p. — ISBN 10 1633883795, 978-1633883796. A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire...
  • №214
  • 787,16 КБ
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Prometheus Books, 2018. — 202 p. — ISBN 10 1633883795, 978-1633883796. A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire...
  • №215
  • 1,69 МБ
  • добавлен
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Addison-Wesley, 2014. — 944 p. — ISBN-10: 0-321-93316-8, ISBN-13: 978-0-321-93316-4. На англ. языке. Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity and C#. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation...
  • №216
  • 28,85 МБ
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Addison-Wesley, 2014. — 944 p. — ISBN-10: 0-321-93316-8, ISBN-13: 978-0-321-93316-4. На англ. языке. Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity and C#. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation...
  • №217
  • 52,83 МБ
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Addison-Wesley, 2014. — 1545 p. — ISBN-13: 978-0-321-93316-4. Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity and C#. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching...
  • №218
  • 29,09 МБ
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Addison-Wesley, 2014. — 1545 p. — ISBN-13: 978-0-321-93316-4. Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity and C#. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching...
  • №219
  • 28,93 МБ
  • добавлен
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Chronicle Books, 2006. — 158 p. — ISBN 978-0-8118-5319-4. Интереснейшая книга для тех кто своё детство провёл с джойстиком Нинтендо в руках. Интересно будет и тем, кого интересует искусство. Большую часть книги составляют картины, написанные художниками под впечатлением видео игр 80-х годов. Также описана история их появления.
  • №220
  • 11,43 МБ
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Routledge, 2015. — 334 p. — ISBN 9780415725705. Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to...
  • №221
  • 7,84 МБ
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Academic Press, Inc., 1995. — 652 p. — ISBN 0-12-059756-X Preface. Introduction. Mathematical Notation. Pseudo-Code. Contributors. 2d Geometry. 2d Rendering. Mage Processing. Frame Buffer Techniques. 3d Geometry. 3d Rendering. Ray Tracing. Numerical and Programming. Techniques. Matrix Techniques. Modeling and Transformations. Curves and Surfaces.
  • №222
  • 5,94 МБ
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Academic Press, Inc., 1995. — 652 p. Preface. Introduction. Mathematical Notation. Pseudo-Code. Contributors. 2d Geometry. 2d Rendering. Mage Processing. Frame Buffer Techniques. 3d Geometry. 3d Rendering. Ray Tracing. Numerical and Programming. Techniques. Matrix Techniques. Modeling and Transformations. Curves and Surfaces.
  • №223
  • 4,60 МБ
  • дата добавления неизвестна
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Addison-Wesley, 2015. — 384 p. — ISBN-10: 0134034309, ISBN-13: 978-013-403430-0. The Practical Guide to Building Reliable Networked Multiplayer Games. Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of...
  • №224
  • 14,23 МБ
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Addison-Wesley, 2015. — 384 p. — ISBN-10: 0134034309, ISBN-13: 978-013-403430-0. The Practical Guide to Building Reliable Networked Multiplayer Games. Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of...
  • №225
  • 14,59 МБ
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Pearson Education Limited, 2004. - 441 pages. ISBN: 032117660X. На англ. языке. This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute solutions. Readers...
  • №226
  • 15,33 МБ
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Charles River Media, 2005. — 460 p. — ISBN 9781584503798. This book explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines. In addition, the book explains why standard libraries are not standard enough, and covers...
  • №227
  • 8,99 МБ
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Apress, 2016. — 269 p. — ISBN-10: 1484218787, Learn the things you need for a complete game, such as translations and tutorials, and improve the things you've already written to raise their standard to a professional level. This is a practical guide covering every discipline: art, music, writing, and code. In the case of the latter, code examples are included to demonstrate...
  • №228
  • 7,48 МБ
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Lean Publishing , 2018. — 393 р. This is a different book format for game development – unlike anything you have seen. As I create a generic game in HTML5 using Phaser III javascript Gaming Framework, you develop your own game by simply following and translating my easy concepts into your own bespoke game design(s). When you complete this workbook, unlike other game development...
  • №229
  • 5,46 МБ
  • добавлен
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Lean Publishing , 2018. — 393 р. This is a different book format for game development – unlike anything you have seen. As I create a generic game in HTML5 using Phaser III javascript Gaming Framework, you develop your own game by simply following and translating my easy concepts into your own bespoke game design(s). When you complete this workbook, unlike other game development...
  • №230
  • 4,89 МБ
  • добавлен
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2005, 344 p. This book has three potential audiences, and none of them with the possible exception of the third (although that is debatable), assume you have any prior ARG experience. They are as follows: ■ Those readers who aren't computer gamers, but who are interested in alternate reality gaming. The question of whether or not alternate reality gaming can even be considered...
  • №231
  • 72,88 МБ
  • дата добавления неизвестна
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Apress, 2012. — 422 p. — ISBN 1430241705. Today's Facebook is emerging to become tomorrow's operating system, according to some. Certainly, a WebOS. Web standards-based apps using HTML5, JavaScript, CSS3 and more are now possible on Facebook. Why not get started with developing and selling Facebook game apps on Facebook's App Store? Beginning Facebook Game Apps Development gets...
  • №232
  • 38,69 МБ
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Amazon Digital Services, 2017. — 39 p. — ASIN B0722N55TK. Understanding PC gaming graphics can be a complex learning curve if you are new to the PC gaming/media industry, this book was therefore created with the reader in mind to make the complex sound simple. Whether about its graphics, or how to develop a gaming PC, this book will help you through it all. Understanding all the...
  • №233
  • 5,24 МБ
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Packt Publishing, 2016. — 304 p. — ISBN 978-1-78588-671-3. Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn’t just one technique, it’s a collection of techniques and approaches that are used together to create dynamic...
  • №234
  • 5,24 МБ
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3th Ed., A K Peters/CRC Press, 2018. — 1235p. In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by...
  • №235
  • 19,73 МБ
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2nd edition. — CRC Press, 2014. — 1018 p. — ISBN: 978-1-4665-6001-7. The definitive guide to professional game development. Game Engine Architecture covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios...
  • №236
  • 31,07 МБ
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Focal Press, 2011. - 510 p. - ISBN: 0240817680 Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe.This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea...
  • №237
  • 15,78 МБ
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Packt Publishing, 2012. — 306 Pages. — ISBN: 978-1-84951-456-9 Language: English OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics. Graphics application development with OGRE 3D may start...
  • №238
  • 18,27 МБ
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CMP Books, 2003. — 353 p. The popular Postmortem column in "Game Developer" magazine features firsthand accounts of how some of the most important and successful games have been made. This book organizes the articles by theme along with other analysis to reveal successful management techniques.
  • №239
  • 16,00 МБ
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Focal Press, 2003. — 328 p. — ISBN 9781578202140. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues,...
  • №240
  • 15,88 МБ
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Packt Publishing, 2016. — 512 p. — ISBN: 978-1-78216-887-4. Код примеров к книге выложен здесь. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt and...
  • №241
  • 5,09 МБ
  • добавлен
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Packt Publishing, 2016. — 512 p. — ISBN: 978-1-78216-887-4. Код примеров к книге выложен здесь. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt and...
  • №242
  • 7,67 МБ
  • добавлен
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Packt Publishing, 2016. — Code Only. — ISBN: 978-1-78216-887-4. Код примеров к выложенной здесь книге в формате PDF, EPUB. Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game...
  • №243
  • 4,49 МБ
  • добавлен
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Apress, 2010. - 415 p. The Game Maker’s Companion is the long-awaited sequel to The Game Maker’s Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you’ll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms...
  • №244
  • 19,78 МБ
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Apress, 2007. — 311 p. — ISBN 978-1590596159. 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 games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of...
  • №245
  • 63,28 МБ
  • добавлен
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Morgan Kaufmann, 2009. — 510 p. — ISBN: 0123116341. На англ. языке. The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great...
  • №246
  • 5,30 МБ
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Packt Publishing, 2013. — 296 p. — ISBN 978-1-84969-684-5. На англ. языке. Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful...
  • №247
  • 1,76 МБ
  • добавлен
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Packt Publishing, 2013. — 296 p. — ISBN 978-1-84969-684-5. На англ. языке. Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful...
  • №248
  • 3,42 МБ
  • добавлен
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MIT Press, 2016. — 229 p. — ISBN 978-0262035026. Causality plays a central role in the way people structure the world; we constantly seek causal explanations for our observations. But what does it even mean that an event C "actually caused" event E? The problem of defining actual causation goes beyond mere philosophical speculation. For example, in many legal arguments, it is...
  • №249
  • 2,32 МБ
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Изд-во: Chapman and Hall, 2011 - 326 ст. Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API...
  • №250
  • 30,11 МБ
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CRC Press, 2011. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the Textbook "3D Graphics for Game Programming"
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  • 88,44 МБ
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Feiwel & Friends, 2016. — 368 р. — ISBN 978-1250080950. Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration...
  • №252
  • 9,11 МБ
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2005, 348 p. T his book will teach you everything you need to know to write games in C using DirectX 9. Game programming is a challenge — it is difficult to learn and almost impossible to fully master. This book takes away the mystery of game programming using the tools of the trade: C and DirectX. You will learn how to harness the power of Windows and DirectX to write both 2D...
  • №253
  • 8,76 МБ
  • дата добавления неизвестна
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Cengage Learning, 2015. — 448 p. This completely updated fourth edition of the popular BEGINNING GAME PROGRAMMING will introduce you to the fascinating world of game programming for Windows using Visual Studio 2013 and DirectX. The book requires only a basic understanding of the C++ language and provides a solid introduction to DirectX programming. You'll learn the basics of...
  • №254
  • 8,72 МБ
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Cengage Learning, 2010. — 592 pages. — ISBN-10: 1435454170 ISBN-13: 978-1435454170 Multi-Threaded Game Engine Design shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance. Using Direct3D and C++, a sample game engine is created step-by-step throughout the course of the book, and numerous examples...
  • №255
  • 9,89 МБ
  • добавлен
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3rd Edition. — Cengage Learning PTR, 2007. — 832 р. — ISBN 978-1598632892. Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and...
  • №256
  • 12,33 МБ
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Course Technology, 2012. — 463 p. Learn how to create your own fully functioning role-playing game (RPG) with VISUAL C# GAME PROGRAMMING FOR TEENS! A true beginner's guide, the book covers each essential step for creating your own complete RPG using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. While some experience with Visual C# is helpful,...
  • №257
  • 10,93 МБ
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Impact, 2017. — 306 p. From helpful sidekicks to 8-bit aliens and block-style beasts, the video game galaxy is an epic and endless world of battle-ready bosses, spewing lava levels and handyman heroes with the courage to save the day-all you need to do is draw them.
  • №258
  • 39,33 МБ
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John Wiley & Sons, Inc., 2013. — 384 p. — ISBN: 1118074769 На англ. языке. Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning...
  • №259
  • 13,75 МБ
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John Wiley & Sons, Inc., 2013. — 384 p. — ISBN: 1118074769. На англ. языке. Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning...
  • №260
  • 8,23 МБ
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Wiley, 2005. — 408 p. — ISBN 9780764589621. Each chapter in the book describes a particular facet of game development. You can read the chapters in any order you wish, especially if you already have some knowledge of Flash or programming. If you’re just starting, however, readi this book from front to back, simply because programming is a cumulative skill.
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  • 6,23 МБ
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Adams Media, 2019. — 256 р. — (Unofficial Robloxя). — ISBN 978-1721400072. Learn how to code using the programing language Lua to create new objects and games in the Roblox world: from teleporting objects (or PCs/NPCs!), to adding and applying power ups, to creating a leaderboard, and allowing players to save their games. This book walks you through the basics of the studio tool,...
  • №262
  • 31,17 МБ
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Charles River Media, 2005. — 326 pages. — Series: Charles River Media Game Development ISBN-10: 1584503084 ISBN-13: 978-1584503088 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...
  • №263
  • 83,33 МБ
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A K Peters, 2009. - 226 Pages. ISBN: 1568813228 The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation quite different from the usual models of automata and circuits offering a new way of thinking about...
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  • 8,21 МБ
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Morgan Kaufmann, 1994, 575 pp, ISBN: 0123361559 Addressing the needs of sophisticated graphics users, this reference provides practical solutions for graphics problems, including coverage of such areas as rendering, color, ray tracing, and more, with all solutions written in C or C++ Highlights include point in polygon testing, the arcball, matrix decomposition, an implicit...
  • №265
  • 65,16 МБ
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Focal Press, 2015. — 248 p. Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what...
  • №266
  • 8,31 МБ
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CRC Press, 2019. — 232 р. — ISBN 978-1138499638. The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs...
  • №267
  • 13,71 МБ
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Theresa Hill, 2015. — 480 p. — ASIN: B00TU8AZQ2. На англ. языке. This book introduces the reader to the necessary programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other to both give the required behavior and allow the player to interact...
  • №268
  • 14,33 МБ
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Focal Press, 2015. — 336 p. — ISBN-10: 1138828424, ISBN-13: 978-1-138-82842-1 (pbk), 978-1-315-73841-3 (ebk). The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a...
  • №269
  • 3,57 МБ
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Focal Press, 2015. — 336 p. — ISBN-10: 1138828424, ISBN-13: 978-1-138-82842-1 (pbk), 978-1-315-73841-3 (ebk). The indie game developer’s complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a...
  • №270
  • 3,97 МБ
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New Riders, 2015. — 480 p. — ISBN-13 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
  • №271
  • 12,19 МБ
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New Riders, 2015. — 480 p. — ISBN-13 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
  • №272
  • 8,34 МБ
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New Riders, 2015. — 480 p. — ISBN-13 9780134396750. Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions...
  • №273
  • 8,34 МБ
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CRC Press, 2017. — 272 p. — ISBN 978-1-4987-7550-2 . Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to...
  • №274
  • 3,23 МБ
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CRC Press, 2017. — 272 p. — ISBN 978-1-4987-7550-2 . Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that it is delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to...
  • №275
  • 8,31 МБ
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Prima Games, 2018. — 546 p. — ISBN 10 074401901X, 13 978-0744019018. NB: единая книга из трех частей (1/3+2/3+3/3). In thiss Guide: Survival training, combat strategies, quest walkthroughs, West Virginia atlas, building and crafting guides, and complete multiplayer coverage. Emerge from Vault 76 ready to thrive- solo or with friends-with the official guide to Fallout 76. It's the...
  • №276
  • 200,00 МБ
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Prima Games, 2018. — 546 p. — ISBN 10 074401901X, 13 978-0744019018. NB: единая книга из трех частей (1/3+2/3+3/3). In thiss Guide: Survival training, combat strategies, quest walkthroughs, West Virginia atlas, building and crafting guides, and complete multiplayer coverage. Emerge from Vault 76 ready to thrive- solo or with friends-with the official guide to Fallout 76. It's the...
  • №277
  • 200,00 МБ
  • добавлен
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Prima Games, 2018. — 546 p. — ISBN 10 074401901X, 13 978-0744019018. NB: единая книга из трех частей (1/3+2/3+3/3). In thiss Guide: Survival training, combat strategies, quest walkthroughs, West Virginia atlas, building and crafting guides, and complete multiplayer coverage. Emerge from Vault 76 ready to thrive- solo or with friends-with the official guide to Fallout 76. It's the...
  • №278
  • 133,73 МБ
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1st edition, CRC Press, September 4, 2018, 68 Pages - 100 Color Illustrations, ISBN 9781138323964 The Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most...
  • №279
  • 1,18 МБ
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Course Technology PTR, 2002. — 304 p. — (Focus on Game Development). — ISBN-10: 193184156X; ISBN-13: 978-1931841566. You've seen the cool mods that other developers have created for games like Quake. Now you're ready to try it for yourself. All you need to dive in and start designing is a copy of Quake III, a creative idea, and this book! Master the fundamental skills you'll...
  • №280
  • 5,40 МБ
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A K Peters/CRC Press, 2014, ISBN 1466567856, 376 pages. Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design...
  • №281
  • 22,08 МБ
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This book aims to help you write fantasy games for your computer by giving you an example you can play and taking you inside the program to see how it works. Complete listing for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1984. - 51 p. ISBN 0 86020 835 4 Contents...
  • №282
  • 44,74 МБ
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CreateSpace Independent, 2017. — 228 p. With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: Midway 8080 (Space Invaders) VIC Dual (Carnival) Galaxian/Scramble (Namco) Atari Color...
  • №283
  • 2,39 МБ
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CreateSpace Independent, 2017. — 228 p. With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: Midway 8080 (Space Invaders) VIC Dual (Carnival) Galaxian/Scramble (Namco) Atari Color...
  • №284
  • 1,09 МБ
  • добавлен
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2nd edition. — The Pragmatic Programmers, 2014. — 284 p. Expand your Minecraft experience! You'll learn how to write Java code and build plugins for your own Minecraft servers using the popular Java programming language. This new edition has been completely revised to use the freely-available CanaryMod library. You'll create plugins that can change blocks from air to stone,...
  • №285
  • 18,11 МБ
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CRC, 2017. — 172 p. — ISBN 978-1-1381-0613-0. Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to...
  • №286
  • 12,19 МБ
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Cengage Learning PTR, 2005. — 352 pages. ISBN-10: 1592006175 ISBN-13: 978-1592006175 "The Game Producer's Handbook" offers a behind-the-scenes look at what it takes to succeed in the game industry, answering the question "what does it take to be a successful video game producer?" It is for those who yearn to achieve excellence in their work-individuals whose desire for...
  • №287
  • 4,61 МБ
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This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1982. - 51 p. ISBN 0 86020 685 8 Contents 2 About this Book 4 Robot Missile 6 The Vital Message 8 Shootout 10 Desert Tank Battle 12 Battle at Traitor's Castle 14 Robot Invaders...
  • №288
  • 16,21 МБ
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This book contains simple game programs for microcomputers ZX81, ZX Spectrum, BBC Micro, VIC 20, Commodore 64, Acorn Electron, TRS-80, Commodore PET, Apple. No OCR layer available. Usborne Publishing Ltd., 1982. - 49 p. ISBN N/A Contents 2 About this Book 4 Starship Takeoff 6 Intergalactic Games 8 Evil Alien 10 Beat the Bug Eyes 12 Moonlander 14 Monsters of Galacticon 16 Alien...
  • №289
  • 17,83 МБ
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CRC Press, 2006. — 368 pages. — Series: The Morgan Kaufmann Series in Interactive 3d Technology ISBN-10: 1558609210 ISBN-13: 978-1558609211 Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes)...
  • №290
  • 8,52 МБ
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Focal Press, 2006. — 272 pages. ISBN-10: 024080788X ISBN-13: 978-0240807881 How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating...
  • №291
  • 4,14 МБ
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Apress, 2018. — 281 p. — ISBN 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
  • №292
  • 1,89 МБ
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Apress, 2018. — 281 p. — ISBN 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
  • №293
  • 1,96 МБ
  • добавлен
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Apress, 2018. — 281 p. — ISBN 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
  • №294
  • 3,21 МБ
  • добавлен
  • изменен
Apress, 2018. — 281 p. — ISBN 148423491X. Learn how to take your existing knowledge of Ethereum and Solidity to the next level. Hone your development skills and become more familiar with the syntax of the Solidity language by working through well-tested, well-documented intermediate-level sample projects. You will begin by covering the basics of Ethereum, Solidity, and gaming...
  • №295
  • 1,85 МБ
  • добавлен
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Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3 Серия: The Expert's Voice in Java Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build...
  • №296
  • 39,41 МБ
  • добавлен
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Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
  • №297
  • 19,34 МБ
  • добавлен
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Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
  • №298
  • 26,36 МБ
  • добавлен
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Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
  • №299
  • 26,35 МБ
  • добавлен
  • изменен
Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll...
  • №300
  • 26,46 МБ
  • добавлен
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Cengage Learning, 2008, ISBN 1584505273, 624 pages. Welcome to the seventh volume of the must-have reference series for game developers, Game Programming Gems, the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 7" provides the tools and inspiration that game developers need...
  • №301
  • 8,54 МБ
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Bookboon, 2014. — 252 p. — ISBN: 978-87-403-0786-3. Description This book introduces the reader to the necessary programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other to both give the required behavior and allow the player to interact...
  • №302
  • 10,44 МБ
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Adams Media, 2018. — 256 p. — ISBN-13 978-1507205334. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm. There are so many games and social worlds to create with the platform, and this guide gives you the advice you need to get started. With everything...
  • №303
  • 36,45 МБ
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Adams Media, 2018. — 256 p. — ISBN-13 978-1507205334. Roblox, the largest user-generated online gaming platform that allows users to create and share their own game worlds and gaming creations, has taken the digital world by storm. There are so many games and social worlds to create with the platform, and this guide gives you the advice you need to get started. With everything...
  • №304
  • 19,00 МБ
  • добавлен
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Packt Publishing, 2012. - 191 p. - ISBN: 978-1849517942 Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2:...
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  • 7,33 МБ
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Packt Publishing, 2012. - 191 p. - ISBN: 978-1849517942 Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2:...
  • №306
  • 13,69 МБ
  • добавлен
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Dennis Publishing, 2016. — 148 p. — ISBN: 978-1781065198 This guide includes everything you need to know to start coding in Minecraft, and I promise you a gripping adventure! You can plan, create and publish an app in a couple of hours using nothing more than a web browser. There is very little that can limit our technological creativity, bar these coding skills that everyone...
  • №307
  • 64,90 МБ
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The MIT Press, 2014. — 192 p. — ISBN 0262026864. An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary...
  • №308
  • 3,51 МБ
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The MIT Press, 2014. — 192 p. — ISBN 0262026864. An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary...
  • №309
  • 4,25 МБ
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Jordi Josa, 2017. — 184 p. — ISBN 9781520547459. Over the year’s web browsers have been incorporating new technologies, changing from simple page viewers with plain text and some images to platforms that allow us to create three-dimensional games. The revolution began with improved CSS styles and continued with the addition of relational and documental databases and the...
  • №310
  • 5,49 МБ
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The MIT Press, 2016. — 224 p. — ISBN 0262035375. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own...
  • №311
  • 4,78 МБ
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Springer, 2016. — 344 p. — (Socio-Affective Computing: Volume 4). – ISBN 978-3-319-41314-3. The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and...
  • №312
  • 5,29 МБ
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Elsevier, 2004. - 711 pages. "Even though I've worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely usefulit gives them a solid background in pretty much every area they need to understand. " Based on the authors popular tutorials at the Game Developers...
  • №313
  • 9,03 МБ
  • дата добавления неизвестна
  • изменен
CRC Press, 2016. — 314 p. — ISBN 1498735657. In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a...
  • №314
  • 13,18 МБ
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CRC Press, 2016. — 314 p. — ISBN-13 9781498735650. In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! Whether you want to learn the basics of programming or bypass coding altogether, No-Code Video Game Development using Unity and Playmaker...
  • №315
  • 13,18 МБ
  • добавлен
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CRC Press, 2012. — 438 p. — ISBN: 146650868X. На англ. языке. A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As...
  • №316
  • 5,67 МБ
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Apress, 2016. — 278 p. — ISBN 1484225228. Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your...
  • №317
  • 5,44 МБ
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This book isn’t so much about developing 3D engines, complex 3D math, or even physics, but how to create 3D games and what the high level major components of them are. As the author Kenneth Finney and I discussed and developed the book, we decided that the goal shouldn’t be to exhaustively teach 3D game development—that would take 5,000 pages. Instead, the book should have the...
  • №318
  • 12,08 МБ
  • дата добавления неизвестна
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Course Technology © 2004 (812 pages) From opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music, this book is your one-stop guide to making a fully featured game
  • №319
  • 42,86 МБ
  • дата добавления неизвестна
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Packt Publishing, 2010. — 300 pages. — Series: Learn by Doing: Less Theory, More Results ISBN-10: 1849512485 ISBN-13: 978-1849512480 This book is an example-driven introduction to OGRE 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using OGRE 3D. After several examples discussing one topic there is a...
  • №320
  • 5,71 МБ
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Springer, 2015. — 227 p. — ISBN: 978-9812874863. This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in...
  • №321
  • 11,87 МБ
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Boston: Course Technology, 2011. - 385 p. - ISBN 978-1598639988 Язык: English. Book description Today's game players expect increasingly realistic interaction within games. "Introduction to Game AI" teaches readers who are new to game AI the skills they need through hands-on projects based on small, understandable games. While there are many books that take a more advanced...
  • №322
  • 3,78 МБ
  • добавлен
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Academic Press, Inc., 1995. — 410 p. Image Processing. Numerical and Programming Techniques. Modeling and Transformations. 2-D Geometry and Algorithms. 3-D Geometry and Algorithms. Ray Tracing and Radiosity. Rendering. Книга состоит из большого количества не связанных друг с другом статей по компьютерной графике. Все они делятся на шесть частей. I. Обработка изображений (техника...
  • №323
  • 3,66 МБ
  • дата добавления неизвестна
  • изменен
Academic Press, Inc., 1995. — 410 p. — ISBN 0-12-059756-X. Image Processing. Numerical and Programming Techniques. Modeling and Transformations. 2-D Geometry and Algorithms. 3-D Geometry and Algorithms. Ray Tracing and Radiosity. Rendering.
  • №324
  • 4,76 МБ
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Charles River Media, 2004, 744 pp, ISBN: 1584502959 Featuring contributions from expert, professional game developers, Game Programming Gems 4 is an in-depth and recommended reference and resource filled cover to cover with essays, each covering everything from general programming and debugging to mathematics, physics, aritifical intelligence issues, graphics, network and...
  • №325
  • 34,74 МБ
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Charles River Media, 2005. — 640 p. — ISBN-10: 1584503300, ISBN-13: 978-1584503309 Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications. Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D...
  • №326
  • 6,83 МБ
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Springer, 2017. — 176 p. — ISBN 978-3-319-53087-1. This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and...
  • №327
  • 5,40 МБ
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Springer, 2017. — 176 p. — ISBN 978-3-319-53087-1. This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and...
  • №328
  • 3,99 МБ
  • добавлен
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Paraglyph Press, 2004. - 256 pages. ISBN-13: 978-1932111972 A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining,...
  • №329
  • 86,65 МБ
  • добавлен
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O'Reilly, 2013. — 300 p. — ISBN-13 978-1449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why...
  • №330
  • 106,17 МБ
  • добавлен
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O'Reilly, 2013. — 300 p. — ISBN-13 978-1449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why...
  • №331
  • 7,55 МБ
  • добавлен
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Packt Publishing, 2018. — 476 p. — ISBN 1787121798. Design accessible and creative games across genres, platforms, and development realities If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry...
  • №332
  • 86,15 МБ
  • добавлен
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Packt Publishing, 2018. — 476 p. — ISBN 1787121798. Design accessible and creative games across genres, platforms, and development realities If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry...
  • №333
  • 35,83 МБ
  • добавлен
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A K Peters/CRC Press, 2009. — 400 p. — ISBN 978-1568813387. Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and...
  • №334
  • 2,81 МБ
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Packt Publishing Ltd., 2013 — 104 p. — ISBN 978-1-84969-814-6 На англ. языке. In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the...
  • №335
  • 3,48 МБ
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Routledge, 2019. — 208 p. — ISBN 10 0367184796, 13 978-0367184797. We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development...
  • №336
  • 2,23 МБ
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Springer, 2018. — 122 p. — ISBN 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which...
  • №337
  • 2,88 МБ
  • добавлен
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Springer, 2018. — 122 p. — ISBN 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which...
  • №338
  • 2,55 МБ
  • добавлен
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Springer, 2018. — 122 p. — ISBN 3319779524. A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Nintendo Wii, Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which...
  • №339
  • 4,16 МБ
  • добавлен
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Course Technology PTR, 2010, 625 pp, ISBN: 1584507020 Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 8" provides the tools and inspiration that game...
  • №340
  • 11,12 МБ
  • добавлен
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Pen and Sword, 2016. — 157 p. Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favorite rules to a different historical period or setting. But many who try soon...
  • №341
  • 40,76 МБ
  • добавлен
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Waite Group Press, 1995. — 1174 p. This unparalleled tutorial details every nuance of using the C language to create lightning-fast games with 3D polygon graphics. Step-by-step instructions guide through every programming stage. Covers every aspect of 3D polygon video game design, from concept to completion Discusses full modem communications and techniques for creating...
  • №342
  • 47,66 МБ
  • добавлен
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Second Edition. — Sams Publishing, 2002. — 1088 p. Tricks of the Windows Game Programming Gurus, takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most...
  • №343
  • 10,81 МБ
  • добавлен
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Princeton University Press, 2017. — 224 p. Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without...
  • №344
  • 19,25 МБ
  • добавлен
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Packt Publishing, 2017. — 334 p. — ISBN-13 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and experienced...
  • №345
  • 13,00 МБ
  • добавлен
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Packt Publishing, 2017. — 334 p. — ISBN-13 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and experienced...
  • №346
  • 9,05 МБ
  • добавлен
  • изменен
Packt Publishing, 2017. — 334 p. — ISBN-13 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and experienced...
  • №347
  • 8,97 МБ
  • добавлен
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Packt Publishing, 2017. — 334 p. — ISBN-13 9781787122888. Have you been bitten by the Pokemon Go bug yet? If yes, then this is the right book for you. Location-based AR games have been around for a few years. They have struggled to gain popularity until just recently with the monumental release of Pokemon Go. Now, with the explosive popularity of the genre, novice and experienced...
  • №348
  • 8,98 МБ
  • добавлен
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Lulu.com, 2015. — 372 p. Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all...
  • №349
  • 11,98 МБ
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Packt Publishing, 2016. — 268 p. — ISBN 978-1-78646-086-8. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more...
  • №350
  • 9,81 МБ
  • добавлен
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Packt Publishing, 2016. — 268 p. — ISBN 978-1-78646-086-8. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more...
  • №351
  • 6,34 МБ
  • добавлен
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Packt Publishing, 2016. — 268 p. — ISBN 978-1-78646-086-8. — True PDF. Create stunning 3D multiplayer games with integrated cloud-based features Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much...
  • №352
  • 21,80 МБ
  • добавлен
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Cengage Learning, 2007. — 336 Pages. ISBN-10: 1-58450-562-1 ISBN-13: 978-1-58450-562-4 Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, "Video Game Design Revealed" will show you the steps and processes involved in bringing a video game from concept to completion. Beginning with...
  • №353
  • 1,00 МБ
  • добавлен
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New York: Apress, 2006. — 232 p. — ISBN: 978-1-59059-662-3 (Print), 978-1-4302-0138-0 (Online). Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, youll learn how to get a computer to solve these puzzles for you. This is a fun, intriguing read,...
  • №354
  • 2,54 МБ
  • добавлен
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CRC Press, 2011. — 532 p. На англ. языке. This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems...
  • №355
  • 6,95 МБ
  • добавлен
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Jones & Bartlett Publishers, 2010. — 362 p. На англ. языке. Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene...
  • №356
  • 6,53 МБ
  • добавлен
  • изменен
Jones & Bartlett Publishers, 2010. — 362 p. На англ. языке. Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene...
  • №357
  • 9,37 МБ
  • добавлен
  • изменен
Terathon Software, 2016. — 194 p. — ISBN-13 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric...
  • №358
  • 14,51 МБ
  • добавлен
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Charles River Media, 2003. — 571 p. This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as...
  • №359
  • 57,43 МБ
  • дата добавления неизвестна
  • изменен
Course Technology PTR, 2012. - 545 p. This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and...
  • №360
  • 8,39 МБ
  • дата добавления неизвестна
  • изменен
Terathon Software, 2016. — 194 p. — ISBN-13 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric...
  • №361
  • 3,41 МБ
  • добавлен
  • изменен
CRC Press, 2016. — 320 p. — ISBN 978-1-4987-5566-5. This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both...
  • №362
  • 9,54 МБ
  • добавлен
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Cengage Learning, 2009. — 320 p. — ISBN 9781435439474. With Game Development Essentials: Game Testing & QA, dedicated gamers can learn what it takes to become a professional, well-paid QA or production testers - entering the game industry from the front door. Through first-hand experience and deep research, the authors shed light on the history of testing, basic and advanced...
  • №363
  • 8,63 МБ
  • добавлен
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CRC Press, 2015. — 188 p. — ISBN-13 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User Experience of Game Development...
  • №364
  • 16,49 МБ
  • добавлен
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CRC Press, 2015. — 188 p. — ISBN-10: 148224019X, ISBN-13: 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User...
  • №365
  • 2,52 МБ
  • добавлен
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CRC Press, 2015. — 188 p. — ISBN-10: 148224019X, ISBN-13: 978-1-4822-4019-1. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. Designing the User...
  • №366
  • 6,06 МБ
  • добавлен
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CRC Press, 2015. — 188 p. — ISBN-10: 148224019X, ISBN-13: 978-1-4822-4019-1. — Книга в формате AZW4. Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin. This book addresses these issues to empower tools developers to make positive steps toward improving the user experience of their...
  • №367
  • 17,33 МБ
  • добавлен
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Apress, 2019. — 151 р. Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers. Let’s Build a...
  • №368
  • 1,61 МБ
  • добавлен
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Focal Press, 2009. — 408 pages. ISBN-10: 0240811461 ISBN-13: 978-0240811468 Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical...
  • №369
  • 30,94 МБ
  • добавлен
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Packt Publishing, 2018. — 344 p. — ISBN 1788629221. Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build...
  • №370
  • 4,83 МБ
  • добавлен
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Packt Publishing, 2018. — 344 p. — ISBN 1788629221. Although many languages are now being used to develop games, C++ remains the standard for professional development. The majority of professional libraries and toolchains are still built using C++. The primary goal of this book is to teach you how to harness the power of the language and provide you with the ability to build...
  • №371
  • 6,79 МБ
  • добавлен
  • изменен