3D Programming Books
3D Programming Books - General & Games
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Graphics Programming Methods
by Jeff Lander
Hardcover: 406 pages
Publisher: Charles River Media; (July 2003)
ISBN: 1584502991
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Using interesting and advanced research, the collection addresses key issues in animation, geometry, and rendering. All of the research is presented in a practical and approachable manner and most examples include full source code, making immediate implementation of the techniques possible. This innovative collection is a must-have resource for graphics programmers that will help you think critically, expand your knowledge, and create new methods of your own.
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Game Programming Gems 3
by Mark DeLoura
Hardcover: 663 pages
Publisher: Charles River Media; Book and CD-ROM edition (July 2002)
ISBN: 1584502339
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ALL NEW volume in the Game Programming Gems series is filled with ready-to-use expert techniques, ideas, and solutions for game developers. Innovative solutions that have been used successfully in commercial projects are provided, along with insightful tips and tools that reduce programming time and redundancy. Covering all the key areas of game development, this invaluable resource combines the ideas of over 70 professional developers. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. And in addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games. Ready-to-use source code is included for each algorithm and can be used immediately by advanced programmers. Aspiring game programmers will gain new insights into game programming through the detailed explanations of the algorithms and the helpful suggestions for modifications and optimizations. This is a must-have reference for every game developer!
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Game Programming Gems 2
by Mark DeLoura
Hardcover: 575 pages
Publisher: Charles River Media; Book and CD-ROM edition (October 1, 2001)
ISBN: 1584500549
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Game Programming Gems 2, the second volume in this successful series, contains a completely new set of over 70 articles on diverse topics that can be used in your own game projects. Written by game programming experts, each contribution provides a hands-on solution to programming problems, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, former editor-in-chief of Game Developer Magazine, and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine. Six comprehensive sections, including an all new section on audio programming, provide techniques that expert developers can implement immediately, and intermediate to beginning programmers can use to expand their skills and knowledge. This is a must-have reference that contains the wisdom and experience of over 40 seasoned game developers.
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Game Programming Gems 2
by Mark DeLoura
Hardcover: 575 pages
Publisher: Charles River Media; Book and CD-ROM edition (October 1, 2001)
ISBN: 1584500549
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Game Programming Gems 2, the second volume in this successful series, contains a completely new set of over 70 articles on diverse topics that can be used in your own game projects. Written by game programming experts, each contribution provides a hands-on solution to programming problems, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, former editor-in-chief of Game Developer Magazine, and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine. Six comprehensive sections, including an all new section on audio programming, provide techniques that expert developers can implement immediately, and intermediate to beginning programmers can use to expand their skills and knowledge. This is a must-have reference that contains the wisdom and experience of over 40 seasoned game developers.
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Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
André LaMothe
Paperback: 1728 pages
Publisher: Sams; Book and CD-ROM edition (June 2, 2003)
ISBN: 0672318350
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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 Modeling Using Low Polygon Techniques
by Chad and Eric Walker, Eric Walker
Paperback - 353 pages Bk&Cd-Rom edition (August 15, 2001)
Charles River Media; ISBN: 1584500557
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Using a tutorial-based approach, you’ll learn the necessary instructions, organizational techniques, and 3D applications needed for a working knowledge of low polygon modeling. Designed to benefit anyone interested in making 3D models (whether you’re a talented artist or not) Game Modeling Using Low Polygon Techniques establishes solid foundations and principles for modeling low polygon 3D objects, from the initial sketch phase to final development. Detailed how-to guidelines are included to teach you all about the conceptual phase, U.V. mapping coordinates, texturing, and much more. A wide range of 3D applications (e.g. 3ds max, Lightwave, Maya, C4D XL, etc.) can be used to apply these methods and techniques with little difficulty.
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Maxscript and the Sdk for 3d Studio Max
by Alexander Bicalho, Simon Feltman
List Price: $49.99
Paperback - 480 pages Bk&Cd-Rom edition (August 2000)
Sybex; ISBN: 0782127940
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Get Even More Out of Today's Leading Animation PackageMastering MAXScript and the SDK for 3D Studio MAX is the definitive resource for those who want to get everything they can from the latest version of MAX. Inside, you'll learn to customize MAX, automate its functions in dozens of ways, and even create your own applications using both MAXScripts and MAX SDK programming. Step-by-step instruction and insider tips from two MAX experts help you choose the right technique for the job and then execute it perfectly.
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3D Computer Graphics (3d Computer Graphics, Ed 3)
by Allan Watt, Alan Watt
Hardcover - 608 pages 3rd edition (February 2000)
Addison-Wesley Pub Co; ISBN: 0201398559
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3D Computer Graphics is a textbook, and it's designed for serious programmers creating graphics applications (not end users). Over the course of 16 sections, Watt introduces the concepts and implementation of computer imaging, from "Mathematical Fundamentals of Computer Graphics" to "Representation and Rendering" and ending with "Image-Based Rendering and Photo-Modeling." The last section, devoted to computer animation, includes methods for linked structures, collision detection, and particle animation (to name a few).
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Nurbs : From Projective Geometry to Practical Use
by Gerald E. Farin
Hardcover 2nd edition (March 15, 1999)
A K Peters Ltd; ISBN: 1568810849
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Explains how to use the curved Non-Uniform Rational B-Splines instead of millions of triangles to create computer graphics in applications from designing toy cars to making movie special effects. Revised from the 1995 with new research results and a chapter on Pythagorean curves, which shows promise in machining and robot motion control. Derived from material used in a one-semesters beginning graduate course requiring linear algebra, calculus, and some basic computer graphics.
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Game Programming Gems
by Mark DeLoura (Editor)
Our Price: $69.95
Hardcover - 600 pages Bk&Cd-Rom edition (August 2000)
Charles River Media; ISBN: 1584500492
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This complete, hands-on resource contains an assortment of game programming algorithms to help you better understand the specifics of programming. Written by professionals from the game industry and edited by Mark DeLoura, Game Programming Gems covers it all, from animation and artificial intelligence to lighting calculations, Z-buffering, multiple layer Internet gaming, weather effects, curved surfaces, music, and as well, sound effects. Every major technique needed to develop a competitive game engine is addressed and explained.
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3D Graphics Programming: Games and Beyond (with CD-ROM)
by Sergei Savchenko
List Price: $34.99
Paperback - 353 pages Bk&Cd-Rom edition (July 2000)
Sams; ISBN: 0672319292
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A comprehensive guide to 3D computer graphics that not only puts emphasis on techniques used in computer games, but also explains the key mathematical concepts upon which 3D computer graphics are built. Offers descriptions of the most useful algorithms combined with practical programming examples.
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Tricks of the Windows Game Programming Gurus
by Andre Lamothe
List Price: $49.99
Paperback - 1040 pages 1 edition (September 27, 1999)
Sams; ISBN: 0672313618
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From bestselling video game guru, André LaMothe, Tricks of the Windows Game Programming Gurus provides an incredibly rich tour of today's video game programming techniques for the Microsoft DirectX gaming platform. Filled with entertaining and challenging code examples in C, this book sets a high standard as a tutorial for getting started with game programming and will certainly earn a place on the bookshelf of any working (or aspiring) game developer.
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Real-Time Rendering
by Tomas Moller, Eric Haines
List Price: $49.95
Hardcover - 512 pages 1 edition (June 15, 1999)
A K Peters Ltd; ISBN: 1568811012
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Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software.
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$49.95 US Amazon.com |
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Game Architecture and Design
by Andrew Rollings, Dave Morris
List Price: $49.99
Paperback - 742 pages Bk&Cd Rom edition (November 9, 1999)
The Coriolis Group; ISBN: 1576104257
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Game Architecture and Design, addressing itself to industry programmers and managers, makes a compelling case that game developers should manage software the same way the other computer companies do it--even though they may not want to hear it.
This book's real-world perspective on the video game business makes it a standout, and its dozens of case studies and anecdotes from the field, including behind-the-scenes details on some well-known recent titles, are particularly valuable.
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$39.99 US Amazon.com |
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3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
by David H. Eberly
Hardcover - 560 pages Bk&Cd Rom edition (September 2000)
Morgan Kaufmann Publishers; ISBN: 1558605932
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Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination.
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$59.95 US Amazon.com |
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Learn Computer Game Programming with DirectX 7.0
by Ian Parberry
Our Price: $39.96
Paperback - 500 pages Bk&Cd Rom edition (June 20, 2000)
Wordware Publishing; ISBN: 1556227418
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Ian Parberry offers an exciting title in the Wordware Game Developer’s Library. DirectX is becoming the standard for game and graphics programmers. Learn Computer Game Programming with DirectX 7.0 gives aspiring computer game programmers the foundations of game programming using the popular Microsoft DirectX 7.0 software. Parberry focuses on using DirectX 7.0 as a computer game development platform, offering a thorough explanation of C++ code and a complete game with annotations to that code.
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$39.96 US Amazon.com |
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Real-Time Strategy Game Programming Using DirectX 6.0
by Mickey Kawick
Paperback - 650 pages Bk&Cd Rom edition (June 2000)
Wordware Publishing; ISBN: 1556226446
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Mickey Kawick's first edition of Real-Time Strategy Game Programming Using DirectX 6.0 is a best-seller in the computer game market. This new edition covers additional programming topics as well as new information about Direct3D, one of the most enhanced features in DirectX 7.0. Kawick's book includes new material on artificial intelligence, interface design, and DirectDraw system, as well as the DirectX 7.0 SDK on the CD. Additional C++ code is provided for existing topics.
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$47.96 US Amazon.com |
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Advanced 3D Game Programming With DirectX 7.0
by Adrian Perez
Paperback - 500 pages Bk&Cd Rom edition (March 2000)
Wordware Publishing; ISBN: 1556227213
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Targets experienced computer game programmers as well as those interested in computer game development, but who are currently programmers in another market segment. The title will focus on the forthcoming version of Microsoft's DirectX 7.0.
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$47.96 US Amazon.com |
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Real-Time Strategy Game Programming Using MS Directx 6.0
by Mickey Kawick
Paperback - 712 pages Bk&Cd Rom edition (June 1999)
Wordware Publishing; ISBN: 1556226446
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Should probably be read by any aspiring C/C++ game developer for its real-world perspective on the process of designing successful strategy games. Filled with tips on what works and what doesn't, this book not only provides a perspective on the working lives of game programmers, but it also shows how to simplify working with DirectDraw and DirectSound--two important parts of Microsoft's DirectX game platform--using the author's custom C++ classes.
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$47.96 US Amazon.com |
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Advanced Animation and Rendering Techniques : Theory and Practice
by Alan H. Watt, Mark Watt (Contributor)
Our Price: $54.95
Hardcover (November 1992)
Addison-Wesley Pub Co; ISBN: 0201544121
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Contains a wealth of practical implementation detail includes practical algorithms backed up by details of their implementation using RenderMan all animation techniques based around real case studies of commercially produced work includes 36 pages of color images. Advanced Animation and Rendering Techniquesoffers a balance between theoretical concepts and implementational detail that will be invaluable to professional programmers and students alike.
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$54.95 US Amazon.com |
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Computer Graphics : Principles and Practice, Second Edition in C
by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes
Our Price: $69.95
Hardcover - 1175 pages 2nd edition
Addison-Wesley Pub Co; ISBN: 0201848406
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This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them.
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$69.95 US Amazon.com |
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