Tricks Of The Game Programming Gurus
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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.
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.
More Tricks of the Game programming Gurus
Author | : Greg Anderson |
Publsiher | : Sams |
Total Pages | : 570 |
Release | : 1995 |
Genre | : Computers |
ISBN | : 0672306972 |
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Leading the reader through many different game programming experiences, this text covers topics that should benefit not only game programmers, but also application programmers.
Tricks of the 3D Game Programming Gurus
Author | : André LaMothe |
Publsiher | : Sams Publishing |
Total Pages | : 1730 |
Release | : 2003 |
Genre | : Computers |
ISBN | : 0672318350 |
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Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.
Tricks of the Mac Game Programming Gurus
Author | : Bill Dugan,Jamie McCornack,Ingemar Ragnemalm |
Publsiher | : Alpha Computer |
Total Pages | : 902 |
Release | : 1995 |
Genre | : Computers |
ISBN | : 1568301839 |
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Tricks of the Mac Game Programming Gurus is a comprehensive resource for beginning to expert programmers who want to create their own game. Loaded with tips, tricks, and detailed instructions, this book guides users through the world of Mac game programming -- step by step.-- Shows users how to develop a game -- from start to finish-- Explores graphics, QuickDraw 3D, sounds, networking, live action image capture, game mechanics, file management, and more-- CD-ROM is packed with various tools, libraries, utilities, sample code, game demos, and shareware, as well as commercial game
Tricks of the Doom Programming Gurus
Author | : Steve Benner |
Publsiher | : Sams |
Total Pages | : 946 |
Release | : 1995 |
Genre | : Computers |
ISBN | : STANFORD:36105133564034 |
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This all-inclusive source for creating WAD, PWAD, and other files for use with DOOM covers the most popular utilities available. It also serves as a tutorial for creating a new world to play in DOOM. The CD contains all the utilities and programs necessary to customize and create new worlds for DOOM.
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.
Multiplayer Game Programming
Author | : Josh Glazer,Sanjay Madhav |
Publsiher | : Addison-Wesley Professional |
Total Pages | : 720 |
Release | : 2015-11-20 |
Genre | : Computers |
ISBN | : 9780134034348 |
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The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook. Instructors will also find a full set of PowerPoint slides and a sample syllabus.