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Microsoft XNA Game Studio Creator's Guide
by: Stephen Cawood, Pat McGee
Publisher: McGraw-Hill Osborne Media
600 Pages - Pub Date: 09-Apr-2009
ISBN: 0071614060
Microsoft XNA Game Studio Creator's Guide, Second Edition shows you how to create 3D models and control them with code; custom-program a game engine; and add animation, lighting and special effects. New features covered in this edition include network and mobile device gaming. C# tutorials tailored to XNA game development are also included.
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Massively Multiplayer Game Development 2
by: Thor Alexander
Publisher: Charles River Media
500 Pages - Pub Date: 10-Mar-2005
ISBN: 1584503904
As the MMP game market continues to grow, new challenges and technology hurdles constantly emerge, and the demand for practical solutions increases. Massively Multiplayer Game Development 2 is an all new volume in the successful series that provides ready-to-use solutions discovered by MMP pros! All of these solutions help the development team keep up with the demands for faster, better games. The areas covered focus on critical issues in MMP development, including online support & commerce, good storytelling, mobile MMPs, and innovative programming techniques that will help the team stay a few steps ahead of the players and hackers. This is a must-have title!
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3D Game Engine Architecture : Engineering Real-Time Applications with Wild Magic
by: David H. Eberly
Publisher: Morgan Kaufmann Publishers
752 Pages - Pub Date: 17-Dec-2004
ISBN: 012229064X
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.
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Mobile Device Game Development
by: Clayton E. Crooks II
Publisher: Charles River Media
350 Pages - Pub Date: 30-Oct-2004
ISBN: 1584503246
The author explores game development tools and practices for the rapidly growing mobile device market. The focus throughout the text is on using the AppForge add-on tool for Visual Basic to create games that can be used on numerous mobile game devices, including Palm Pilots, Pocket PCs and the Nokia Communicator.
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Flash MX 2004 Games : Art to ActionScript
by: Nik Lever
Publisher: Focal Press
448 Pages - Pub Date: 07-Sep-2004
ISBN: 0240519639
As a designer using Flash you will see how you can apply your creative skills to the many stages of game production and produce your own interactive games with this versatile package. Creating games for mobile devices is now also covered! As an animator you will be able to add interactive functionality to your own animation and produce a game. As a web developer you will see how to make the best use of the sophisticated development environment Flash offers for the production of both artwork and code to create low bandwidth, animated web content that sells!
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The Game Asset Pipeline
by: Ben Carter
Publisher: Charles River Media
302 Pages - Pub Date: 01-Sep-2004
ISBN: 1584503424
Many of today's computer games are mega productions with huge teams and budgets, vast quantities of content, and crunched schedules. Getting these games to market is not an easy feat. Just managing the creation of content and getting that content into the right place at the right time is an enormous challenge. Hundreds of development hours are lost dealing with asset and pipeline issues, so the need for a working system is immense. The Game Asset Pipeline is written for tools programmers, producers, and managers who need to know how to create such a system. The solutions and ideas presented in the book cover current technology and methods that can be used to design and implement an asset management system.
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Learn VB .NET Through Game Programming
by: Matthew Tagliaferri
Publisher: APress
400 Pages - Pub Date: 08-Aug-2003
ISBN: 1590591143
Teaches fundamental concepts of object-oriented programming using games as example applications. Beginning programmers often motivate themselves by choosing a first project they are interested in. Many young programmers are interested in game programming.
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Core Techniques and Algorithms in Game Programming
by: Daniel Sanchez-Crespo Dalmau
Publisher: New Riders
912 Pages - Pub Date: 08-Aug-2003
ISBN: 0131020099
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend.
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Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
by: André LaMothe
Publisher: SAMS
1728 Pages - Pub Date: 02-Jun-2003
ISBN: 0672318350
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.
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Game Coding Complete
by: Mike McShaffry
Publisher: Paraglyph Publishing
600 Pages - Pub Date: 01-Jun-2003
ISBN: 1932111751
Expertly presents, from start to finish, the process of programming commercially viable computer games! This is the kind of book that you won’t let out of our sight. From page one, Mike McShaffry, a leading programmer for Origin Systems (Makers of Wing Commander and the Ultima series) and Microsoft (Bicycle Casino), shows you how to create and code the very best interactive games. With dozens of tips and code illustrations, plus extensive narration of critical non-code issues, Game Coding Complete is the guide to orchestrating bug-free, high-quality game code that passes the muster of leading publishers such as Electronic Arts and Microsoft.
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