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Posted By : cedie | Date : 30 May 2011 | Comments : 0 |
Beginning DirectX 11 Game Programming
Beginning DirectX 11 Game Programming
     Paperback: 385 pages
     Publisher: Course Technology PTR (May 2011)
     Language: English
     ISBN-10: 1435458958
     ISBN-13: 978-1435458956
     File Size: 3.12 MB


Posted By : GLADIATOR14 | Date : 23 December 2010 | Comments : 0 |
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■ Operating System: Windows XP / Vista / 7
■ Processor: Intel Pentium 4 (or equivalent with SSE2 support) running at 1.7 GHz or greater
■ Memory: 1 GB of RAM
■ Graphic: Graphics Card that supports Pixel Shader 2.0 and Vertex Shader 2.0
■ Sound Card: Sound device compatible with DirectX 9.0
■ Hard Disk Space: 300 MB available
■ Controller Support: Microsoft Xbox 360 Controller or Direct Input compatible controller

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Posted By : Root | Date : 22 September 2010 | Comments : 0 |
Tim Fields, "Distributed Game Development: Harnessing Global Talent to Create Winning Games"
Focal Press | 2010 | ISBN: 0240812719 | 240 pages | PDF | 2,1 MB

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 in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:

- Building a core team that excels at working with external development partners.

- Finding and Evaluating studios and publishers to help get your game built.

- Effectively dividing up game projects into parts that can be distributed.

- Saving your teams from the brutality of crunch.

- Running your projects more efficiently and achieve better results.

- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.
Posted By : lucanhquan90 | Date : 17 September 2010 | Comments : 0 |
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O'Reilly Media, Inc. (July 23, 2004) | 390 pages | ISBN-10: 0596005555 | 5.5MB
Posted By : Root | Date : 16 September 2010 | Comments : 0 |
Introduction to 3D Game Programming with DirectX 9.0
Publisher: Wordware Publishing Inc. 2003 | 400 Pages | ISBN: 1556229135 | PDF | 7,28 MB

Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wraps up the discussion.
* Understand basic mathematical and 3D concepts.
* Learn how to describe and draw interactive 3D scenes using the Direct3D 9.0 API.
* Use Direct3D and the D3DX utility library to implement a variety of techniques and applications, such as transparency, shadows, reflections, fonts, meshes, using XFiles, progressive meshes, terrain rendering, particle systems, picking, cartoon rendering, and multitexturing.
* Find out how to write vertex and pixel shader programs with the High-Level Shading Language.
* Discover how to write and use effect files with the Direct3D effects framework.These files include full source code for every sample application.


Posted By : Root | Date : 16 September 2010 | Comments : 0 |
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Game Graphics Programming
Publisher: Charles River Media | 2008 | ISBN: 1584505168 | 645 pages | PDF | 5,44 MB

"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in today’s video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You’ll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you’ve reviewed the foundations of game graphics, you’ll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you’ll also examine optimizations that can be done to improve performance and alternative methods. "Game Graphics Programming" presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games.
Posted By : Root | Date : 23 August 2010 | Comments : 1 |
iPhone 3D Game Programming All In One
Publisher: Course Technology PTR | pages: 306 | 2010 | ISBN: 1435454782 | PDF | 16,9 mb

This is a complete guide to iPhone and iPod Touch game development. Beginning with the basics and ending with a finished game published in the App store this book covers all the fundamentals. The combined strength of Unity and the iPhone development platform are used to full effect allowing even complete novices to create and publish an iPhone game.
Posted By : Root | Date : 23 August 2010 | Comments : 0 |
Introduction to Game AI
Publisher: Course Technology PTR | pages: 368 | 2010 | ISBN: 1598639986 | PDF | 3,77 mb

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 approach to this topic, this is one of the only books that focuses specifically on beginners. Every project in the book can be completed using tolls that are available for free online, and new skills are taught using easy to follow instructions and examples.



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