The Zen of Direct3D Game Programming


Book Description

It is 1933 and the President and First Lady have just settled into the White House to face a nation in the depths of the Depression and a world on the brink of war. When the body of a White House police officer is discovered at the foot of the President's bedroom door ...




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.




Michael Abrash's Graphics Programming Black Book


Book Description

No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.




DirectX 9 User Interfaces


Book Description

Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.




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.




Side Stories


Book Description

"Side Stories" is an anthology of short stories by game developers. Authors come from both digital and analog game development, computer games to paper games. Contributors include Greg Costikyan (veteran game designer of "Paranoia" and "Star Wars: The Role-Playing Game"), Christopher Mitchell (WGA award nominee for game writing, "Deathspank", "Simpsons Hit and Run"), and Rees Savidis (writer and award winning filmmaker, "SSX", "Driver: San Francisco"), and others. A share of proceeds will be donated to the Child’s Play charity. Included stories: “Sheepdog” by Bren Lynne An armed student defends his classroom from a shooter. “Spaceship and Bicycle” by Greg Costikyan Asteroid prospectors undertake innovative repairs after their spaceship is crippled. “Fizzy Piss Grape Shit” by Rees Savidis The end of the world, from the other perspective. “And The Heart Goes Tick Tick Tick” by Chris Dahlen A matchmaker finds adventure and romance when and where she least expects it. “Buried Legends” by David Dubord Unearthing buried treasure releases unexpected riches. “Paper Cuts” by Peter Walsh A software developer has problems after he reveals the weaknesses in government surveillance systems. “Cultists” by Christopher Mitchell Members of an apocalypse cult, frustrated with the lack of results, take matters into their own hands. “Lucky Malloy and the Cuban Zombie Crisis” by Jason Dozois A washed-up football player turned zombie hunter faces trouble when his cat becomes a zombie boss monster. “The Christmas Trolls” by Andrew Laing A game developer stands trial for creating a game that turns users into Trolls.




Real-Time Rendering


Book Description

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009




Programming Linux Games


Book Description

Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.




Practical Rendering and Computation with Direct3D 11


Book Description

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




3D Engine Design for Virtual Globes


Book Description

Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design