17 eBooks tagged "Game"
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Fetched: September 30th, 2007, 8:21pm CEST by Katherine Isbister
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach...
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Fetched: August 19th, 2007, 8:57am CEST by Ian Millington
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world...
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Posted: September 24th, 2007, 6:47am CEST by keem1201
Paperback: 500 pages
Publisher: Wordware Publishing, Inc. (June 25, 2007)
Language: English
ISBN-10: 1598220322
Introduction to Game Programming with C++ is an exciting book for readers with no previous experience in game development. Starting from the basics of C++ and ending with the intracies of real-time 3D graphics, this book explores the interesting world of game making. It explains [...]
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Posted: September 13th, 2007, 3:19pm CEST by admin
Introduction to Game Programming with C++ is an exciting book for readers with no previous experience in game development. Starting from the basics of C++ and ending with the intracies of real-time 3D graphics, this book explores the interesting world of game making. It explains how to program, explores the meaning of object-oriented programming, and [...]
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Posted: May 27th, 2007, 6:28am CEST
Game Programming Golden Rules (Game Development Series)by Martin BrownlowWriting computer games is hard. Games today are complex projects that...
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Fetched: February 25th, 2007, 5:03pm CET
An introductory to intermediate level tutorial in designing arcade computer game graphics, focusing on the development of quality 2D graphics. Topics covered include game design and documentation, fonts, graphics tools, color usage, and more. The CD-ROM contains sample graphics, games, libraries, palettes, backgrounds, tools, shareware, and much more.
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Posted: February 2nd, 2008, 5:30pm CET by Crimson

As pop culture, games are as important as film or television–but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games..
Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
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Posted: January 31st, 2008, 7:31pm CET by Crimson

C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered. (more…)
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Posted: August 18th, 2007, 11:41am CEST

Dr. Tarrasch begins with the endgame-because it's easier for a novice to deal with a few men than the entire 32. An important and extensive discussion of the middle game follows. Finally, the author deals with openings and offers enlightening comments on many historically important variations. Over 340 diagrams and 12 complete games.
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Posted: February 23rd, 2008, 6:19pm CET by Ice Zero
Publisher: Charles River Media; 1 edition
Language: English
ISBN: 1584503440
Paperback: 624 pages
Data: September 2004
Format: PDF
Description: AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms.
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Posted: January 30th, 2008, 10:41am CET
The Game Animator's Guide to Maya
Sybex; Pap/Cdr edition | ISBN:0470038578 | 243 pages | July 5, 2006 | PDF | 5 Mb
The Ultimate Resource for Professional Game Animators
Game animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator's Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It's the perfect reference and tutorial for those looking to develop or refine their game animation skills.
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Posted: February 25th, 2008, 6:38pm CET by Mr.Blue
Praise for The Financial Numbers Game "So much for the notion 'those who can, do-those who can't, teach.' Mulford and Comiskey function successfully both as college professors and real-world financial mercenaries. These guys know their balance sheets. The Financial Numbers Game should serve as a survival manual for both serious individual investors and industry pros who study and act upon the interpretation of financial statements. This unique blend of battle-earned scholarship and quality writing is a must-read/must-have reference for serious financial statement analysis." -Bob Acker, Editor/Publisher, The Acker Letter "Wall Street's unforgiving attention to quarterly earnings presents ever-increasing pressure on CFOs to manage earnings and expectations. The Financial Numbers Game provides a clear explanation of the ways in which management can stretch, bend, and break accounting rules to reach the desired bottom line. This arms the serious investor or financial analyst with the healthy skepticism required to drive beyond reported results to a clear understanding of a firm's true performance." -Mark Hurley, Managing Director, Training and Development Global Corporate and Investment Banking, Bank of America "After reading The Financial Numbers Game, I feel as though I've taken a master's course in financial statement analysis. Mulford and Comiskey's latest book should be required reading for anyone who is serious about fundamentally analyzing stocks." -Harry Domash, Investing Columnist, San Francisco Chronicle and Publisher, Winning Investing The Financial Numbers Game identifies the steps businesses may take to misstate financial performance and helpsits readers to identify those situations where reported results may not be what they seem.
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Posted: January 31st, 2008, 7:31pm CET by Crimson

C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered. (more…)
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Posted: February 9th, 2008, 3:36pm CET by e-man
Dustin Clingman, Shawn Kendall, Syrus Mesdaghi “Practical Java Game Programming ” Charles River Media; 1 edition (June 2004) | ISBN:1584503262 | 508 pages | Chm | 9,9 Mb
Java is gaining more and more acceptance in the game development community, and with good commercial-quality Java games on the market, it will become a definitive choice. Practical [...]
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Posted: January 22nd, 2008, 10:28am CET by akg

Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
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Posted: January 22nd, 2008, 10:02am CET by akg

Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands…
Java gaming expert Andrew Davison will show you how to develop and program 3D games in Java™ technology on a PC, with an emphasis on the construction of 3D landscapes. It's assumed you have a reasonable knowledge of Java - the sort of thing picked up in a first Java course at school.
Topics are split into three sections: Java 3D™ API, non-standard input devices for game playing, and JOGL. Java 3D is a high-level 3D graphics API, and JOGL is a lower-level Java wrapper around the popular OpenGL graphics API.
You'll look at three non-standard input devices: the webcam, the game pad, and the P5 data glove.
Along the way, you'll utilize several other games-related libraries including: JInput, JOAL, JMF, and Odejava.
Learn all the latest Java SE 6 features relevant to gaming, including: splash screens, JavaScript™ scripting as well as the desktop and system tray interfaces.
Unique coverage of Java game development using both the Java 3D API and Java for OpenGL, as well as invaluable experience from a recognized Java gaming guru, will provide you with a distinct advantage after reading this book.
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