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Control Freak
  • Language: en
  • Pages: 320

Control Freak

The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at...

Advanced Lighting and Materials with Shaders
  • Language: en
  • Pages: 360

Advanced Lighting and Materials with Shaders

The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand th...

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!

The Art of Flash Animation: Creative Cartooning
  • Language: en
  • Pages: 482

The Art of Flash Animation: Creative Cartooning

Part animation guide, part Flash manual, The Art of Flash Animation: Creative Cartooning provides a practical primer on classic, hand-drawn 2D screen animation as well as an introduction to using Flash for creating your own cartoons. Section I discusses the terms and techniques of hand-drawn animation, character design, and storyboards, while Section II covers scanning, digitizing your artwork into Flash, and setting up scenes. Topics include how to animate a walk cycle; recording and editing dialogue, sound effects, and music; how to use recyclable symbols to make the animation process more efficient; preparing your work for video or web download.

1969 Plymouth Road Runner
  • Language: en
  • Pages: 98

1969 Plymouth Road Runner

  • Type: Book
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  • Published: 2017-04-17
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  • Publisher: CarTech Inc

The late 1960s was an interesting time in the automotive world. Muscle cars, as we now know them, were well established, with all manufacturers joining the horsepower race. You could walk into the showroom for any brand from any manufacturer and find a variety of performance models. Competition being what it is, the manufacturers were looking for ways other than winning races to lure buyers into the showrooms and entice them to buy their products. Some tried to accomplish this with fancy marketing schemes and graphic paint packages and decals, and for the first time, some tried to win over buyers with price. Volume No. 5 of CarTech's In Detail series covers the 1969 Plymouth Road Runner. It ...

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 minimise 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 syncronisation works using the Dead Reckoning process. CD-ROM included.

Essential LightWave 3D
  • Language: en
  • Pages: 629

Essential LightWave 3D

Computer Graphics & Graphics Applications

Java 1.4 Game Programming
  • Language: en
  • Pages: 730

Java 1.4 Game Programming

"Java 1.4 Game Programming" covers a number of key features in the game development environment, including graphics, sound, input, networking, and databases.

Macromedia Captivate
  • Language: en
  • Pages: 368

Macromedia Captivate

The step-by-step instructions make it easy to create, edit, and distribute your Flash files. Each chapter includes sample screen shots as well as tips for making your work more efficient and avoiding common pitfalls.

Catalog of Copyright Entries
  • Language: en
  • Pages: 1570

Catalog of Copyright Entries

  • Type: Book
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  • Published: 1969
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  • Publisher: Unknown

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