Game Programming Tricks of the Trade

Game Programming Tricks of the Trade
Author: Lorenzo D. Phillips
Publsiher: Muska & Lipman Publishing
Total Pages: 1046
Release: 2002
Genre: Computers
ISBN: 1931841691

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Every topic covered in this book can be directly applied to games that cross genres. The CD includes trial versions of Paintshop Pro 7, a compiler, a 3D modeling tool and more.

Neural Networks Tricks of the Trade

Neural Networks  Tricks of the Trade
Author: Grégoire Montavon,Geneviève Orr,Klaus-Robert Müller
Publsiher: Springer
Total Pages: 769
Release: 2012-11-14
Genre: Computers
ISBN: 9783642352898

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The twenty last years have been marked by an increase in available data and computing power. In parallel to this trend, the focus of neural network research and the practice of training neural networks has undergone a number of important changes, for example, use of deep learning machines. The second edition of the book augments the first edition with more tricks, which have resulted from 14 years of theory and experimentation by some of the world's most prominent neural network researchers. These tricks can make a substantial difference (in terms of speed, ease of implementation, and accuracy) when it comes to putting algorithms to work on real problems.

CRYENGINE Game Development Blueprints

CRYENGINE Game Development Blueprints
Author: Richard Gerard Marcoux III,Chris Goodswen,Riham Toulan,Sam Howels
Publsiher: Packt Publishing Ltd
Total Pages: 322
Release: 2015-08-28
Genre: Computers
ISBN: 9781784390105

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Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Game Development 101

Game Development 101
Author: Nikhil Malankar
Publsiher: Clever Fox Publishing
Total Pages: 330
Release: 2022-03-19
Genre: Computers
ISBN: 9182736450XXX

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Ever been fascinated by the game development industry and wanted to have a job in this field? This book serves as a perfect starting point for you as it answers the most commonly asked questions that you might have related to this field. This book is a simple compilation of the most commonly asked questions on my YouTube channel. I came to realise that although I have created tons of videos on my YouTube channel yet there have been instances wherein I have been asked the same questions that have already been covered on my channel. Therefore I thought it would be great to actually combine all the questions into a single book so that all the information is readily available and easily accessible in terms of chapters. My hope with this book is that it helps you know how this industry works and if you are an aspiring game developer then this book may help you to figure out a path for you. I have made sure not to sugar-coat things anywhere and it may feel at times that some parts of the book may seem discouraging for aspiring game developers, however, it is surely a tough industry to make your name in and if it is not presented in the way that it actually is then I would be doing a great disservice to the readers. I can assure you one thing though is that after you read this book you will surely get a proper clarity on how to get into this industry, survive and flourish as the paths presented in this book are proven and tested and I have shared all of these from my personal experiences being in this space.

Tricks of the Game programming Gurus

Tricks of the Game programming Gurus
Author: André LaMothe
Publsiher: Prentice Hall
Total Pages: 770
Release: 1994
Genre: Computers
ISBN: 0672305070

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This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation.

Focus on 3D Terrain Programming

Focus on 3D Terrain Programming
Author: Trent Polack
Publsiher: Course Technology
Total Pages: 244
Release: 2003
Genre: Computers
ISBN: 1592000282

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Introduces the reader to programming 3D terrain engines, from the simplest terain engine possible to one of the most complex and useful terrain engines around. Presented in a very easy-to-read and fun format. CD contains source code for all demos and programs in the book, OpenGL SDK, Paint Shop Pro 7, terrain textures, etc.

Game Design Issues Trend and Challenges UTeM Press

Game Design Issues  Trend and Challenges  UTeM Press
Author: Ibrahim Ahmad,Nazreen Abdullasim
Publsiher: UTeM Press
Total Pages: 164
Release: 2019-01-10
Genre: Computers
ISBN: 9789672145516

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Game Design Issues, Trend and Challenges is a book of chapter containing articles written by some authors who have been involved in research related to game design. The contents of this book begins with the presentation of issues in game design, in the game design trend and end up with challenges in game design in the future. This book is expected to be a reference to students, researchers and individuals involved directly in the game design industry or who are interested in the field of game development.

Tricks of the Windows Game Programming Gurus

Tricks of the Windows Game Programming Gurus
Author: André LaMothe
Publsiher: Sams Publishing
Total Pages: 1092
Release: 2002
Genre: Computers
ISBN: 0672323699

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"Tricks of the Windows Game Programmin Gurus, 2E" 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 intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.