Real-time Strategy Game Programming Using DirectX 6.0 PDF Download
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Author: Mickey Kawick Publisher: Wordware Publishing ISBN: Category : Computers Languages : en Pages : 740
Book Description
Delving into the concept of real-time strategy, this guide includes practical, hands-on programming and use of artificial intelligence; a unique graphics engine developed by the author; and multiple game design strategies along with programming code.
Author: Mickey Kawick Publisher: Wordware Publishing ISBN: Category : Computers Languages : en Pages : 740
Book Description
Delving into the concept of real-time strategy, this guide includes practical, hands-on programming and use of artificial intelligence; a unique graphics engine developed by the author; and multiple game design strategies along with programming code.
Author: Ernest Pazera Publisher: Course Technology ISBN: 9780761530893 Category : Computers Languages : en Pages : 756
Book Description
Isometric game programming is an alternative to 3D programming, it is less math intensive and can often achieve the same level of graphical aesthetics as 3D programming. Despite their use of 2D images, they still offer 3D projections.
Author: Peter Walsh Publisher: Jones & Bartlett Publishers ISBN: 1449633595 Category : Computers Languages : en Pages : 621
Book Description
Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.
Author: Carl Granberg Publisher: Createspace Independent Publishing Platform ISBN: 9781548879846 Category : Languages : en Pages : 128
Book Description
3-D graphics development is an engaging, rewarding process that gives developers the opportunity to flex their creative muscles. However, it can also be intimidating to those on the outside. A follow-up to Direct2D, Direct3D tears down the barriers to entry. Requiring only a background in C++, author Chris Rose will guide you through the process of developing your own 3-D applications. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.
Author: Peter Walsh Publisher: Jones & Bartlett Publishers ISBN: 1449612768 Category : Computers Languages : en Pages : 553
Book Description
Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.
Author: Ralf Dörner Publisher: Springer ISBN: 3319406124 Category : Computers Languages : en Pages : 429
Book Description
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.