Book Description
"DirectX 3 Developer's Guide" teaches how to create top-of-the-line games with sound, animation, 3D graphics, and multi-player capabilities. The CD contains all source code, binaries, and many useful utilities.
Author : Jason Kolb
Publisher :
Page : 474 pages
File Size : 23,95 MB
Release : 1997-01-01
Category : Computers
ISBN : 9781571690302
"DirectX 3 Developer's Guide" teaches how to create top-of-the-line games with sound, animation, 3D graphics, and multi-player capabilities. The CD contains all source code, binaries, and many useful utilities.
Author : Frank Luna
Publisher : Mercury Learning and Information
Page : 1029 pages
File Size : 50,15 MB
Release : 2012-03-15
Category : Computers
ISBN : 1937585964
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Author : Blair Carter
Publisher : Nova Publishers
Page : 182 pages
File Size : 34,66 MB
Release : 2002
Category : Games & Activities
ISBN : 9781590335260
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.
Author : Frank Luna
Publisher : Mercury Learning and Information
Page : 1226 pages
File Size : 43,67 MB
Release : 2016-04-19
Category : Computers
ISBN : 1944534555
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Author : Charles Kelly
Publisher : CRC Press
Page : 433 pages
File Size : 43,66 MB
Release : 2012-06-21
Category : Computers
ISBN : 1466508701
A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are intro
Author : Ben Sawyer
Publisher :
Page : 756 pages
File Size : 44,58 MB
Release : 1998
Category : Business & Economics
ISBN : 9781576101773
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR
Author :
Publisher :
Page : 2362 pages
File Size : 37,34 MB
Release : 1998
Category : American literature
ISBN :
A world list of books in the English language.
Author :
Publisher :
Page : 356 pages
File Size : 47,91 MB
Release : 1998-02-10
Category :
ISBN :
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Author : Feng Yuan
Publisher : Prentice Hall Professional
Page : 1283 pages
File Size : 50,67 MB
Release : 2001
Category : Computers
ISBN : 0130869856
Currently, there aren't any good books on Windows graphics programming. Programmers looking for help are left to muddle their way through online documentation and API books that don't focus on this topic. This book paves new ground, covering actual graphics implementation, hidden restrictions, and performance issues programmers need to know about.
Author : Andrew Mulholland
Publisher : Wordware Publishing, Inc.
Page : 420 pages
File Size : 10,91 MB
Release : 2004-09
Category : Computer games
ISBN : 1556220448
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.