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Разработка игр

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New Riders Publishing, 2003. — 768 pages. ISBN: 0-1310-1816-7 Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological,...
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  • 1,46 МБ
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Cengage Learning, 2006. — 464 Pages. Print ISBN10: 1-58450-444-7 ISBN13: 978-1-58450-444-3 With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game...
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  • 8,36 МБ
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A Chronology of Game Programming. Before Spacewar. Spacewar to Atari. Game Consoles and Personal Computers. Shakedown and Consolidation. The Advent of the Game Engine. The Handheld Revolution. The Cellular Phenomenon. Multiplayer Games. Game Architecture. Real-Time Software. The Game Logic Section. The Presentation Section. The Programming Process. Data Structures and...
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  • 4,45 МБ
  • дата добавления неизвестна
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New Riders Publishing, 2003. — 496 Pages. ISBN: 0-13-146099-4 Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area,...
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  • 2,14 МБ
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New Riders, 2003. — 576 pages. ISBN10: 1592730078 ISBN13: 978-1592730070 David Freeman brings you the inside scoop on how to apply the Emotioneering techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after...
  • №5
  • 4,58 МБ
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Course Technology 2004 (812 pages) From opportunities within the game industry and elements of a 3D game to programming concepts, modeling, textures, and music, this book is your one-stop guide to making a fully featured game
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  • 42,86 МБ
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Second Edition. — Sams Publishing, 2002. — 1088 p. Tricks of the Windows Game Programming Gurus, 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...
  • №7
  • 10,81 МБ
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Cengage Learning, 2007. — 336 Pages. ISBN10: 1-58450-562-1 ISBN13: 978-1-58450-562-4 Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, "Video Game Design Revealed" will show you the steps and processes involved in bringing a video game from concept to completion. Beginning with an...
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  • 1,00 МБ
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Jones & Bartlett Publishers, 2010. — 362 p. На англ. языке. Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene...
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  • 9,37 МБ
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Wordware Publishing, 2003. — 378 pages. — ISBN: 1556229739 Provides an easy-to-follow process for game designers to express their concepts and begin the development process. Game Design Foundations The Game Designer Pedersen’s Principles on Game Design War Stories Game Concepts Game Genres Game Ideas Research The One Pager Concept Document Game Art and Animation The User...
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  • 11,42 МБ
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New Riders, 2003. — 648 pages. ISBN10: 1592730019 ISBN13: 978-1592730018 How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on...
  • №11
  • 8,43 МБ
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2nd Edition. — Wordware Publishing, 2005. — 698 pages. — ISBN: 1556229127 This author balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with examples from the author's experiences. Game Design—Theory & Practice, Second Edition Foreword...
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Addison Wesley, December 17 2002, English, 544 pages. Software Engineering and Computer Games was written with four broad goals: -To teach a lively style of object-oriented software engineering. -To show how to bring a complete program to the level of a commercial release. -To provide a "game engine" framework of linked classes for game development. -To help students create...
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  • 3,94 МБ
  • дата добавления неизвестна
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Prentice Hall, 2008. — 744 p. Make the Most of IBM's Breakthrough Cell Processor in Any Gaming, Graphics, or Scientific Application IBM's Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That's why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart...
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  • 25,95 МБ
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Автор неизвестен. — Сетевое издание, 2011. This is the API documentation of the SDL Game Engine sge2d. sge2d is a platform independent 2d game programming framework for C/C++ programmers with least possible dependencies for easy porting and with focus on easy api calls and the requirement of commercial programmers. It was started 2007 by the founder of Agnostic Entertainment....
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New Riders, 2004. — 504 pages. — ISBN10: 0735713901 ISBN13: 978-0735713901 Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to...
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Wordware Publishing, 2007. - 392 pages. Exploring the world of game development with a focus on C++, this book explans the basics of mathematics as it relates to game programming, covers the fundamentals of C++, and describes a number of algorithms commonly used in games. Introduction to Game Programming with C++ Mathematics-The Language of Numbers Algebra The Pictures of...
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  • 6,33 МБ
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Игровая приставка NES (Nintendo Entertainment System), известная также как Famicom (FAMily COMputer) – в нашей стране, благодаря фирме Стиплер (Steepler), известна как Dendy. И не смотря на то, что в середине девяностых годов прошлого века Денди была действительно «народной» приставкой – с ростом технического прогресса она сейчас, как игровая система, отошла на задний план...
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  • 630,25 КБ
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Книга, которую вы держите в руках, уникальна. Ничего подобного прежде не выходило. А выйдет ли в будущем - большой вопрос. Она подытоживает романтический период развития компьютерных игр, период их становления как высокотехнологичного, очень трудоемкого и сложного, весьма образного, активного и демократичного синтетического искусства, всей своей сущностью устремленного в будущее....
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Wordware Publishing, Inc, 2003 ISBN: 1-55622-913-5 Формат: CHM Книга «Введение в программирование трехмерных игр с DirectX 9.0» представляет собой введение в программирование интерактивной трехмерной компьютерной графики с использованием DirectX 9.0, в котором основное внимание уделяется разработке игр. Книга начинается с исследования необходимых математических инструментов и...
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