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Game Coding Complete
  • Language: en

Game Coding Complete

This book examines the entire game development process and the unique challenges associated with creating a game. An introduction to game architecture, it explores the major subsystems of modern game engines and professional techniques used in actual games.

Game Coding Complete
  • Language: en

Game Coding Complete

  • Type: Book
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  • Published: 2005
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  • Publisher: Unknown

Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.

Postmortems from Game Developer
  • Language: en
  • Pages: 354

Postmortems from Game Developer

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques.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, schedule challenges, and changing staff needs.

SFML Game Development By Example
  • Language: en
  • Pages: 523

SFML Game Development By Example

Create and develop exciting games from start to finish using SFML About This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications Who This Book Is For This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library...

Theory of Fun for Game Design
  • Language: en
  • Pages: 259

Theory of Fun for Game Design

Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

The Complete Idiot's Guide to Game Theory
  • Language: en
  • Pages: 419

The Complete Idiot's Guide to Game Theory

  • Type: Book
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  • Published: 2011-03-01
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  • Publisher: Penguin

Gain some insight into the game of life... Game Theory means rigorous strategic thinking. It is based on the idea that everyone acts competitively and in his own best interest. With the help of mathematical models, it is possible to anticipate the actions of others in nearly all life's enterprises. This book includes down-to-earth examples and solutions, as well as charts and illustrations designed to help teach the concept. In The Complete Idiot's Guide® to Game Theory, Dr. Edward C. Rosenthal makes it easy to understand game theory with insights into: • The history of the discipline made popular by John Nash, the mathematician dramatized in the film A Beautiful Mind • The role of social behavior and psychology in this amazing discipline • How important game theory has become in our society and why

Procedural Content Generation in Games
  • Language: en
  • Pages: 247

Procedural Content Generation in Games

  • Type: Book
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  • Published: 2016-10-18
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  • Publisher: Springer

This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

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...

The Savage Detectives
  • Language: en
  • Pages: 609

The Savage Detectives

With an afterword by Natasha Wimmer. Winner of the Herralde Prize and the Rómulo Gallegos Prize. Natasha Wimmer’s translation of The Savage Detectives was chosen as one of the ten best books of 2007 by the Washington Post and the New York Times. New Year’s Eve 1975, Mexico City. Two hunted men leave town in a hurry, on the desert-bound trail of a vanished poet. Spanning two decades and crossing continents, theirs is a remarkable quest through a darkening universe – our own. It is a journey told and shared by a generation of lovers, rebels and readers, whose testimonies are woven together into one of the most dazzling Latin American novels of the twentieth century.

SFML Game Development
  • Language: en
  • Pages: 442

SFML Game Development

SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don't know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required.