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3D Math Primer for Graphics and Game Development, 2nd Edition
  • Language: en
  • Pages: 848

3D Math Primer for Graphics and Game Development, 2nd Edition

  • Type: Book
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  • Published: 2011-11-02
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  • Publisher: CRC Press

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Selections from the Works of the Rev. J. Fletcher ... systematically arranged. With a life of the Author. By S. Dunn
  • Language: en
  • Pages: 566
3D Math Primer for Graphics and Game Development
  • Language: en
  • Pages: 848

3D Math Primer for Graphics and Game Development

  • Type: Book
  • -
  • Published: 2011-11-02
  • -
  • Publisher: CRC Press

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for

From Medical Chemistry to Biochemistry
  • Language: en
  • Pages: 426

From Medical Chemistry to Biochemistry

This penetrating case study of institution building and entrepreneurship in science shows how a minor medical speciality evolved into a large and powerful academic discipline. Drawing extensively on little-used archival sources, the author analyses in detail how biomedical science became a central part of medical training and practice. The book shows how biochemistry was defined as a distinct discipline by the programmatic vision of individual biochemists and of patrons and competitors in related disciplines. It shows how discipline builders used research programmes as strategies that they adapted to the opportunities offered by changing educational markets and national medical reform moveme...

Appalachia
  • Language: en
  • Pages: 744

Appalachia

  • Type: Book
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  • Published: 1979
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  • Publisher: Unknown

None

Encyclopedia of Computer Science and Technology
  • Language: en
  • Pages: 1966

Encyclopedia of Computer Science and Technology

  • Type: Book
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  • Published: 2017-10-02
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  • Publisher: CRC Press

With breadth and depth of coverage, the Encyclopedia of Computer Science and Technology, Second Edition has a multi-disciplinary scope, drawing together comprehensive coverage of the inter-related aspects of computer science and technology. The topics covered in this encyclopedia include: General and reference Hardware Computer systems organization Networks Software and its engineering Theory of computation Mathematics of computing Information systems Security and privacy Human-centered computing Computing methodologies Applied computing Professional issues Leading figures in the history of computer science The encyclopedia is structured according to the ACM Computing Classification System (CCS), first published in 1988 but subsequently revised in 2012. This classification system is the most comprehensive and is considered the de facto ontological framework for the computing field. The encyclopedia brings together the information and historical context that students, practicing professionals, researchers, and academicians need to have a strong and solid foundation in all aspects of computer science and technology.

Game Engine Design and Implementation
  • Language: en
  • Pages: 616

Game Engine Design and Implementation

Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.

Selections from the Works of the Rev. John Fletcher, Vicar of Madeley, Systematically Arranged
  • Language: en
  • Pages: 552
House documents
  • Language: en
  • Pages: 1318

House documents

  • Type: Book
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  • Published: 1889
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  • Publisher: Unknown

None

Director MX 2004 Games
  • Language: en
  • Pages: 337

Director MX 2004 Games

  • Categories: Art

Nik Lever guides designers, animators and web developers through the art, animation and programming skills needed to produce games in Director for Internet, CD or DVD distribution. He moves from the introductory coverage of Lingo with explanations of how easily Director's programming language can be mastered, on to more advanced tips and tricks, including coverage of the Havok physics simulation system and 3D maths. All of this is presented in a non-technical language from the artist's viewpoint, written by a professional who makes his living designing successful games with this versatile package.The free CD-Rom includes all the code and files you need to try out the tutorials and see exactly how each game was created. The website that accompanies the book www.niklever.net provides even more information to ensure you stay up to date with the latest technologies in this field.