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Holistic Game Development with Unity
  • Language: en
  • Pages: 497

Holistic Game Development with Unity

  • Categories: Art

The art of programming mechanics -- Real world mechanics -- Animation mechanics -- Game rules and mechanics -- Character mechanics -- Player mecahnics -- Environmental mechanics -- Mechanics for externl forces.

Holistic Mobile Game Development with Unity
  • Language: en
  • Pages: 574

Holistic Mobile Game Development with Unity

  • Type: Book
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  • Published: 2014-07-11
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  • Publisher: CRC Press

Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl’s holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store. Over 70 practical step-by-step exercises recreating the game mechanics of ...

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.

Computer Graphics from Scratch
  • Language: en
  • Pages: 250

Computer Graphics from Scratch

Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render...

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.

Creating Procedural Artworks with Processing
  • Language: en
  • Pages: 386

Creating Procedural Artworks with Processing

  • Type: Book
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  • Published: 2017-05-02
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  • Publisher: Unknown

Creating Procedural Artworks with Processing - A Holistic Guide, is for those seeking to learn computer programming from the very basics to the more advanced concepts. It uses the Processing language (processing.org) to visualise the concepts through the production of computer graphics that illustrate the coding principles while being artworks in their own right. This book started as a set of tutorials for university level multimedia students to introduce them to computer programming through the development of artworks. It's therefore presented in a non-threatening way that will ease the reader into programming. This book has been written for absolute beginners who want to learn to program. ...

Practical Rendering and Computation with Direct3D 11
  • Language: en
  • Pages: 649

Practical Rendering and Computation with Direct3D 11

  • Type: Book
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  • Published: 2016-04-19
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  • Publisher: CRC Press

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me

Game Development with Three.js
  • Language: en
  • Pages: 187

Game Development with Three.js

A step-by-step, example-based guide to building immersive 3D games on the Web using the Three.js graphics library.This book is for people interested in programming 3D games for the Web. Readers are expected to have basic knowledge of JavaScript syntax and a basic understanding of HTML and CSS. This book will be useful regardless of prior experience with game programming, whether you intend to build casual side projects or large-scale professional titles.

The Playful Undead and Video Games
  • Language: en
  • Pages: 276

The Playful Undead and Video Games

  • Type: Book
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  • Published: 2019-07-23
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  • Publisher: Unknown

This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal - that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop - the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man's relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

Travels in Hyperreality
  • Language: en
  • Pages: 322

Travels in Hyperreality

  • Type: Book
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  • Published: 2014-06-24
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  • Publisher: HMH

A “scintillating collection” of essays on Disneyland, medieval times, and much more, from the author of Foucault’s Pendulum (Los Angeles Times). Collected here are some of Umberto Eco’s finest popular essays, recording the incisive and surprisingly entertaining observations of his restless intellectual mind. As the author puts it in the preface to the second edition: “In these pages, I try to interpret and to help others interpret some ‘signs.’ These signs are not only words, or images; they can also be forms of social behavior, political acts, artificial landscapes.” From Disneyland to holography and wax museums, Eco explores America’s obsession with artificial reality, su...