Black Art of 3D Game Programming


Book Description

Written by a master programmer, this book explains in detail what's behind the programming of those complex, mesmerizing video games. LaMothe makes clarity a priority, discussing math, projections, hidden surface removal, lighting, and transformation in an easy-to-understand language, and concludes by showing how to assemble all the pieces of a game into a complete product. 30 screen dumps.




The Black Art of Video Game Console Design


Book Description

Written by Computer Scientist Andre' LaMothe, the world's best selling game programming author, The Black Art of Video Game Console Design breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time! The Black Art of Video Game Console Design is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more. The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including: * Basic atomic physics and semiconductor theory primer. * Introduction to circuit analysis; current, voltage, and resistance. * Analog design using discrete components. * Digital electronics and Boolean algebra. * Physical hardware construction and prototyping techniques. * Combinational logic and advanced integrated circuit building blocks. * Finite state machine design. * Computer architecture and design. * Understanding and using microprocessors and microcontrollers. * Developing software for embedded systems. * Designing video (NTSC/VGA), audio, and input device systems. * Interfacing and communications. * The complete design and discussion of numerous game systems including the XGameStations! CD-ROM Contains * PCB and circuit simulation tools. * All necessary data sheets. * Demos and source code. * Complete designs to numerous embedded systems including the XGameStations.




Black Art of 3D Programming CD


Book Description




Black Art of Visual Basic Game Programming


Book Description

The first part of this book covers playing-field design, creating and moving objects using the Windows BitBlt API, detecting collisions, and adding sound, with example code given with each topic. Part 2 covers in-depth everything that game developers should know to create addicting action games. Part 3 contains several game projects.




Black Art of 3D Programming Book


Book Description




Black Art of Windows Game Programming


Book Description

A text/CD-ROM guide to using WinG, Microsoft's game programming toolkit, for intermediate to advanced C programmers with some DOS game programming experience. Tutorial chapters provide development examples, discuss code-writing concepts, and explain how to manage memory and incorporate graphics and sound. The CD-ROM contains code, bitmaps, sound files, and utilities, plus a battle game based on the sprite engine developed in the book. Annotation copyright by Book News, Inc., Portland, OR




Computer Games


Book Description

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.




The Multimedia Directory


Book Description




Tricks of the Windows Game Programming Gurus


Book Description

"Tricks of the Windows Game Programmin Gurus, 2E" takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.




Forthcoming Books


Book Description