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Grand Space Opera
  • Language: en
  • Pages: 112

Grand Space Opera

  • Categories: Art

Be inspired and learn how to create stunning science fiction digital art.

ExposeÌ ̂2
  • Language: en
  • Pages: 169

ExposeÌ ̂2

  • Categories: Art

Celebrates the talents of digital artists worldwide.

Machine Flesh
  • Language: en
  • Pages: 96

Machine Flesh

  • Categories: Art

The first book in the CG Challenge series featuring the artwork and techniques of artists participating the online CG Challenges.

Making a Game Demo
  • Language: en
  • Pages: 422

Making a Game Demo

Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo. Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking. The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!

LightWave 3D 8
  • Language: en
  • Pages: 648

LightWave 3D 8

Computer Graphics & Graphics Applications

LightWave 3D 8 Texturing
  • Language: en
  • Pages: 505

LightWave 3D 8 Texturing

One of the most powerful, complete, and reliable 3D tools in existence, LightWave has become the visual effects software of choice in film, television, and broadcast industries.

Design Patterns
  • Language: en
  • Pages: 306

Design Patterns

Design Patterns demonstrates how software developers can improve the performance, maintainability, portability, and scalability of their code through the use of the Gang of Four design patterns. After a discussion of patterns methodology, reasons for using design patterns, the book delves into each of the 23 patterns. Each pattern section gives a detailed description of the pattern, refactored from either Boolean logic or simpler, less-maintainable code that you might encounter in the real world, and shows readers how to use the pattern in their code. The text walks readers through making the move from current code to the pattern, lists the benefits of using the pattern, and shows how the pattern performs after the refactoring effort, with a goal throughout of providing practical implementations.

Cinefex
  • Language: en
  • Pages: 534

Cinefex

  • Type: Book
  • -
  • Published: 2006
  • -
  • Publisher: Unknown

The journal of cinematic illusions.

Maya 8.0 Character Modeling
  • Language: en
  • Pages: 506

Maya 8.0 Character Modeling

Maya 8 Character Modeling takes a unique approach to modeling as it breaks down character creation using an easy-to-follow formula that makes the learning process less daunting. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.

Official Butterfly.net Game Developer's Guide
  • Language: en
  • Pages: 420

Official Butterfly.net Game Developer's Guide

This book details how the unique Butterfly Grid can be implemented in existing and new game projects to minimize the complexity of network programming, allowing the game developer to concentrate on game design and programming. It also highlights the unique Butterfly Grid technologies from the basics to more advanced features such as server-scripted game logic using Python and how player synchronization works using the Dead Reckoning process.