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Author: Tom Miller Publisher: Sams Publishing ISBN: Category : Computers Languages : en Pages : 438
Book Description
There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp.
Author: Sue Blackman Publisher: Apress ISBN: 1430234237 Category : Computers Languages : en Pages : 985
Book Description
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
Author: Kenneth C. Finney Publisher: Cengage Learning ISBN: 9781435457447 Category : Computers Languages : en Pages : 1152
Book Description
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
Author: Tom Miller Publisher: Sams Publishing ISBN: Category : Computers Languages : en Pages : 438
Book Description
There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp.
Author: Frank D. Luna Publisher: Jones & Bartlett Publishers ISBN: 1598220535 Category : Computers Languages : en Pages : 529
Book Description
"Introduction to 3D Game Programming with Direct X 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects."--BOOK JACKET.
Author: Sue Blackman Publisher: Apress ISBN: 1430249005 Category : Computers Languages : en Pages : 796
Book Description
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
Author: Gustavo Tommasi Publisher: ISBN: 9781079060560 Category : Languages : en Pages : 84
Book Description
The 3D game engines that are behind today's biggest games are staggering works of mathematics and programming, and many game developers find that understanding them in their entirety is a difficult task. If you are lacking in experience (or a college degree, like myself), this task becomes even more arduous. In this book, I aim to walk you through the basics of graphics systems in 3D engines. More specifically, in this tutorial we will be discussing points and vectors, and all of the fun that comes with them. If you have a basic grasp of algebra (variables and variable math) and Computer Science (the basics of any object-oriented programming language), you should be able to make it through most of these tutorials.
Author: Kenneth C. Finney Publisher: Course Technology ISBN: 9781592001361 Category : Computers Languages : en Pages : 812
Book Description
Provides instructions on creating a 3D game, covering such topics as adding texture, modeling with MilkShape, creating player and vehicle modules, and programming sound.
Author: Frank Luna Publisher: Jones & Bartlett Publishers ISBN: 1449623905 Category : Computers Languages : en Pages : 724
Book Description
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Author: Kenneth C. Finney Publisher: Course Technology ISBN: Category : Computers Languages : en Pages : 620
Book Description
Covers 3D game programming, art and design. Written for intermediate to advanced level game programmers, this book uses the Torque Game Engine to show readers how they can create their own high quality games. This book focuses on how to use a game engine to maximum effect, revealing and explaining the inner workings of the Torque Game Engine.