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Essential Mathematics for Games and Interactive Applications
  • Language: en
  • Pages: 706

Essential Mathematics for Games and Interactive Applications

  • Categories: Art
  • Type: Book
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  • Published: 2008-05-19
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  • Publisher: CRC Press

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

Game Design Theory
  • Language: en
  • Pages: 187

Game Design Theory

  • Type: Book
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  • Published: 2012-08-13
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  • Publisher: CRC Press

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.

Microsoft DirectX 9 Programmable Graphics Pipeline
  • Language: en
  • Pages: 492

Microsoft DirectX 9 Programmable Graphics Pipeline

  • Type: Book
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  • Published: 2003
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  • Publisher: Unknown

Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline. You'll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)-and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations...

Foundations of Game Engine Development, Volume 2
  • Language: en

Foundations of Game Engine Development, Volume 2

  • Type: Book
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  • Published: 2021-11-22
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  • Publisher: Unknown

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Mathematics for 3D Game Programming and Computer Graphics
  • Language: en

Mathematics for 3D Game Programming and Computer Graphics

  • Type: Book
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  • Published: 2020-08
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  • Publisher: Unknown

Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Game Physics Engine Development
  • Language: en
  • Pages: 542

Game Physics Engine Development

  • Categories: Art
  • Type: Book
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  • Published: 2010-07-23
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  • Publisher: CRC Press

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Real-Time Rendering
  • Language: en
  • Pages: 1046

Real-Time Rendering

  • Type: Book
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  • Published: 2019-01-18
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  • Publisher: CRC Press

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics pr...

Visualizing Quaternions
  • Language: en
  • Pages: 530

Visualizing Quaternions

  • Type: Book
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  • Published: 2006-02-06
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  • Publisher: Elsevier

Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available.The wait is over. Andrew Hanson's new book is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions t...

Real Time Cameras
  • Language: en
  • Pages: 539

Real Time Cameras

  • Categories: Art
  • Type: Book
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  • Published: 2009-04-02
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  • Publisher: CRC Press

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 one. Breaks down the algorithms behind contemporary game camera systems, written by a leading expert in the area.

3D Engine Design for Virtual Globes
  • Language: en
  • Pages: 522

3D Engine Design for Virtual Globes

  • Type: Book
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  • Published: 2011-06-24
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  • Publisher: CRC Press

Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design