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Game development

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Academic Press, Inc., 1995. — 473 p. 2D Geometry and Algorithms. Image Processing. Frame Buffer Techniques. 3D Geometry and Algorithms. Ray Tracing. Radiosity. Matrix Techniques. Numerical and Programming Techniques. Curves and Surfaces.
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2nd Edition. — Razeware LLC., 2019. — 657 p. — ISBN: n/a. Build your own low-level game engine in Metal! This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. By the end of this book, you’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Metal is a unified application...
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3rd Edition. — Razeware LLC., 2022. — 788 p. — ISBN: n/a. This book will introduce you to graphics programming in Metal — Apple’s framework for programming on the GPU. Build a complete game engine in Metal! Metal is a unified application programming interface (API) for the graphics processing unit or GPU. It’s unified because it applies to both 3D graphics and data-parallel...
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CRC Press, 2018. — 532 p. — ISBN13: 978-1-4987-8874-8. This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in...
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Apress, 2020. — 180 p. — ISBN13: 978-1-4842-5304-5. Program in Python on a Raspberry Pi or PC by developing six computer games. Each game project is split into several chapters of the book. Rather than taking you through programming techniques as standalone concepts, this book explains concepts as they are used within a game. You’ll learn about variables; integer, real, Boolean...
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Morgan Kaufmann, 2001, -586 p. This book is the culmination of many years of reading and participating in the Internet newsgroups on computer graphics and computer games, most notably comp.graphics.algorithms and the hierarchy of groups comp.games.development. The focus of my participation has been to provide free source code that solves common problems that arise in computer...
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Elsevier Science, 2003. — 816 p. — ISBN: 1558607404, 9781558607408. The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new...
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Academic Press, Inc., 1995. — 652 p. Mathematical Notation. Pseudo-Code. 2d Geometry. 2d Rendering. Mage Processing. Frame Buffer Techniques. 3d Geometry. 3d Rendering. Ray Tracing. Numerical and Programming. Techniques. Matrix Techniques. Modeling and Transformations. Curves and Surfaces.
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MIT Press, 2016. — 229 p. — ISBN: 978-0262035026. Causality plays a central role in the way people structure the world; we constantly seek causal explanations for our observations. But what does it even mean that an event C "actually caused" event E? The problem of defining actual causation goes beyond mere philosophical speculation. For example, in many legal arguments, it is...
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Apress, 2014. — 470 p. — ISBN: 978-1-4842-0415-3. Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open-source software as tools to help you quickly and efficiently build your Java game applications. You'll...
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O’Reilly, 2013. — 300 p. — ISBN13: 978-1449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and...
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Terathon Software, 2016. — 194 p. — ISBN13: 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and...
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CRC Press, 2017. — 314 p. — ISBN: 9781482237986. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and...
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CRC Press, 2017. — 220 p. — ISBN: 9781498781503. The success of storytelling in games depends on the entire development team?game designers, artists, writers, programmers and musicians, etc.?working harmoniously together towards a singular artistic vision. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create...
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New York: Raspberry Pi Ltd., 2015. — 154 p. Make Games with Python is made up of ten chapters that take you on a whirlwind tour of Pygame’s game-making capabilities. The book helps you learn essentials Python skills like lists, dictionaries, classes and more. While countless millions of us take great pleasure spending hours racking up high scores in our favourite games, few of...
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CRC Press, 2014. — 528 p. — ISBN13: 978-1-4822-0389-9. Understand Video Games as Works of Science Fiction and Interactive Stories. Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this...
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