Black Art Of 3d Programming Book
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Black Art of 3D Game Programming
Author | : André LaMothe |
Publsiher | : Unknown |
Total Pages | : 0 |
Release | : 1995 |
Genre | : Computer games |
ISBN | : 1571690042 |
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Written by a master programmer, this book explains in detail what's behind the programming of those complex, mesmerizing video games. LaMothe makes clarity a priority, discussing math, projections, hidden surface removal, lighting, and transformation in an easy-to-understand language, and concludes by showing how to assemble all the pieces of a game into a complete product. 30 screen dumps.
Black Art of 3D Programming Book
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Author | : Lamothe |
Publsiher | : Financial Times/Prentice Hall |
Total Pages | : 135 |
Release | : 1995-09-01 |
Genre | : Electronic Book |
ISBN | : 0273618989 |
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Black Art of 3D Programming CD
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Author | : Lamothe |
Publsiher | : Financial Times/Prentice Hall |
Total Pages | : 135 |
Release | : 1995-09 |
Genre | : Electronic Book |
ISBN | : 0273618997 |
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The Black Art of Video Game Console Design
Author | : André LaMothe |
Publsiher | : Sams Publishing |
Total Pages | : 0 |
Release | : 2006 |
Genre | : Computer games |
ISBN | : 0672328208 |
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Written by Computer Scientist Andre' LaMothe, the world's best selling game programming author, The Black Art of Video Game Console Design breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time! The Black Art of Video Game Console Design is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more. The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including: * Basic atomic physics and semiconductor theory primer. * Introduction to circuit analysis; current, voltage, and resistance. * Analog design using discrete components. * Digital electronics and Boolean algebra. * Physical hardware construction and prototyping techniques. * Combinational logic and advanced integrated circuit building blocks. * Finite state machine design. * Computer architecture and design. * Understanding and using microprocessors and microcontrollers. * Developing software for embedded systems. * Designing video (NTSC/VGA), audio, and input device systems. * Interfacing and communications. * The complete design and discussion of numerous game systems including the XGameStations! CD-ROM Contains * PCB and circuit simulation tools. * All necessary data sheets. * Demos and source code. * Complete designs to numerous embedded systems including the XGameStations.
Game Engine Black Book DOOM
Author | : Fabien Sanglard |
Publsiher | : Software Wizards |
Total Pages | : 432 |
Release | : 2024 |
Genre | : Computers |
ISBN | : 9182736450XXX |
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It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Michael Abrash s Graphics Programming Black Book
Author | : Michael Abrash |
Publsiher | : Coriolis Group Books |
Total Pages | : 0 |
Release | : 1997 |
Genre | : Computer graphics |
ISBN | : 1576101746 |
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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.
Computer Graphics from Scratch
Author | : Gabriel Gambetta |
Publsiher | : No Starch Press |
Total Pages | : 250 |
Release | : 2021-05-13 |
Genre | : Computers |
ISBN | : 9781718500761 |
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Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
3D Math Primer for Graphics and Game Development 2nd Edition
Author | : Fletcher Dunn,Ian Parberry |
Publsiher | : CRC Press |
Total Pages | : 848 |
Release | : 2011-11-02 |
Genre | : Computers |
ISBN | : 9781568817231 |
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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.