Introduction to 3D Game Programming with DirectX 10

Filename: introduction-to-3d-game-programming-with-directx-10.pdf
ISBN: 9781598220537
Release Date: 2008
Number of pages: 502
Author: Frank Luna
Publisher: Jones & Bartlett Publishers

Download and read online Introduction to 3D Game Programming with DirectX 10 in PDF and EPUB Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises.


Introduction to 3D Game Programming with DirectX 9 0c A Shader Approach

Filename: introduction-to-3d-game-programming-with-directx-9-0c-a-shader-approach.pdf
ISBN: 9781449633752
Release Date: 2010-09-23
Number of pages: 630
Author: Frank Luna
Publisher: Wordware Publishing, Inc.

Download and read online Introduction to 3D Game Programming with DirectX 9 0c A Shader Approach in PDF and EPUB Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.



Beginning DirectX 11 Game Programming

Filename: beginning-directx-11-game-programming.pdf
ISBN: 9781435458963
Release Date: 2011
Number of pages: 384
Author: Allen Sherrod
Publisher: Cengage Learning

Download and read online Beginning DirectX 11 Game Programming in PDF and EPUB Discover the latest and most popular technology for creating next-generation 3D games: DIRECTX 11! BEGINNING DIRECTX 11 GAME PROGRAMMING is an introductory guide to learning the basics of DirectX 11 that will help get you started on the path to 3D video g


Managed DirectX und C

Filename: managed-directx-und-c.pdf
ISBN: 3868020233
Release Date: 2008
Number of pages: 311
Author: Jens Konerow
Publisher:

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Machinery Materials Science and Engineering Applications

Filename: machinery-materials-science-and-engineering-applications.pdf
ISBN: 9781315349459
Release Date: 2017-03-31
Number of pages: 608
Author: Fei Lei
Publisher: CRC Press

Download and read online Machinery Materials Science and Engineering Applications in PDF and EPUB This conference proceeding contains papers presented at the 6th International Conference on Machinery, Materials Science and Engineering Applications (MMSE 2016), held 28-30 October, 2016 in Wuhan, China. The conference proceeding contributions cover a large number of topics, both theoretical and applied, including Material science, Electrical Engineering and Automation Control, Electronic Engineering, Applied Mechanics, Mechanical Engineering, Aerospace Science and Technology, Computer Science and Information technology and other related engineering topics. MMSE provides a perfect platform for scientists and engineering researchers to exchange ideas, build cooperative relationships and discuss the latest scientific achievements. MMSE will be of interest for academics and professionals working in a wide range of industrial, governmental and academic sectors, including Material Science, Electrical and Electronic Engineering, Information Technology and Telecommunications, Civil Engineering, Energy Production, Manufacturing, Mechanical Engineering, Nuclear Engineering, Transportation and Aerospace Science and Technology.


Mass Effect

Filename: mass-effect.pdf
ISBN: 3868697594
Release Date: 2014-10
Number of pages: 181
Author: Casey Hudson
Publisher:

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Game Programming Algorithms and Techniques

Filename: game-programming-algorithms-and-techniques.pdf
ISBN: 9780133463231
Release Date: 2013-12-16
Number of pages: 352
Author: Sanjay Madhav
Publisher: Addison-Wesley Professional

Download and read online Game Programming Algorithms and Techniques in PDF and EPUB Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today’s wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology


Beginning Game Programming Fourth Edition

Filename: beginning-game-programming-fourth-edition.pdf
ISBN: 9781305259102
Release Date: 2014-06-25
Number of pages: 448
Author: Jonathan S. Harbour
Publisher: Cengage Learning

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Ultimate Game Programming with DirectX

Filename: ultimate-game-programming-with-directx.pdf
ISBN: 9781584506201
Release Date: 2009
Number of pages: 474
Author: Allen Sherrod
Publisher: Cengage Learning

Download and read online Ultimate Game Programming with DirectX in PDF and EPUB Get ready to flex your creativity as you build custom Flash games online. Collaborative Online Game Creation shows anyone interested in game development how to create Flash-based games using GameBrix, a browser-based rich media application that runs on an


DirectX 11 1 Game Programming

Filename: directx-11-1-game-programming.pdf
ISBN: 9781849694810
Release Date: 2013-01-01
Number of pages: 146
Author: Pooya Eimandar
Publisher: Packt Publishing Ltd

Download and read online DirectX 11 1 Game Programming in PDF and EPUB Written in step-by-step tutorial format, we will explore the creation of 3D applications and games through the development of a Windows 8 metro style game.DirectX 11.1 Game Programming Written for developers with knowledge of C++ essentails and 3D mathematics who would want to create metro style game on the Windows 8 platform.DirectX 11.1 Game Programming explores Direct3D 11.1 and Microsoft C++ component extensions along with introducing C++ accelerated massive parallelism.


Computer Graphics Through OpenGL

Filename: computer-graphics-through-opengl.pdf
ISBN: 9781482258400
Release Date: 2014-08-06
Number of pages: 951
Author: Sumanta Guha
Publisher: CRC Press

Download and read online Computer Graphics Through OpenGL in PDF and EPUB From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations. New to the Second Edition 30 more programs, 50 more experiments, and 50 more exercises Two new chapters on OpenGL 4.3 shaders and the programmable pipeline Coverage of: Vertex buffer and array objects Occlusion culling and queries and conditional rendering Texture matrices Multitexturing and texture combining Multisampling Point sprites Image and pixel manipulation Pixel buffer objects Shadow mapping Web Resource The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).


Entertainment Computing and Serious Games

Filename: entertainment-computing-and-serious-games.pdf
ISBN: 9783319461526
Release Date: 2016-10-15
Number of pages: 541
Author: Ralf Dörner
Publisher: Springer

Download and read online Entertainment Computing and Serious Games in PDF and EPUB The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.


Modeling and Simulation Fundamentals

Filename: modeling-and-simulation-fundamentals.pdf
ISBN: 0470590610
Release Date: 2010-07-13
Number of pages: 456
Author: John A. Sokolowski
Publisher: John Wiley & Sons

Download and read online Modeling and Simulation Fundamentals in PDF and EPUB An insightful presentation of the key concepts, paradigms, and applications of modeling and simulation Modeling and simulation has become an integral part of research and development across many fields of study, having evolved from a tool to a discipline in less than two decades. Modeling and Simulation Fundamentals offers a comprehensive and authoritative treatment of the topic and includes definitions, paradigms, and applications to equip readers with the skills needed to work successfully as developers and users of modeling and simulation. Featuring contributions written by leading experts in the field, the book's fluid presentation builds from topic to topic and provides the foundation and theoretical underpinnings of modeling and simulation. First, an introduction to the topic is presented, including related terminology, examples of model development, and various domains of modeling and simulation. Subsequent chapters develop the necessary mathematical background needed to understand modeling and simulation topics, model types, and the importance of visualization. In addition, Monte Carlo simulation, continuous simulation, and discrete event simulation are thoroughly discussed, all of which are significant to a complete understanding of modeling and simulation. The book also features chapters that outline sophisticated methodologies, verification and validation, and the importance of interoperability. A related FTP site features color representations of the book's numerous figures. Modeling and Simulation Fundamentals encompasses a comprehensive study of the discipline and is an excellent book for modeling and simulation courses at the upper-undergraduate and graduate levels. It is also a valuable reference for researchers and practitioners in the fields of computational statistics, engineering, and computer science who use statistical modeling techniques.


Communcations and Information Processing

Filename: communcations-and-information-processing.pdf
ISBN: 9783642319686
Release Date: 2012-06-28
Number of pages: 771
Author: Maotai Zhao
Publisher: Springer

Download and read online Communcations and Information Processing in PDF and EPUB The two volume set, CCIS 288 and 289, constitutes the thoroughly refereed post-conference proceedings of the First International Conference on Communications and Information Processing, ICCIP 2012, held in Aveiro, Portugal, in March 2012. The 168 revised full papers of both volumes were carefully reviewed and selected from numerous submissions. The papers present the state-of-the-art in communications and information processing and feature current research on the theory, analysis, design, test and deployment related to communications and information processing systems.