3d Game Textures Dvd Rom Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of 3d Game Textures Dvd Rom book. This book definitely worth reading, it is an incredibly well-written.
"Learn how to create professional-quality game textures from an industry expert. This in-depth guide will teach you to create game textures using only Photoshop - no special skills or tools required. Inside you'll find everything from the basics of art and design to texture collection and creation." "These step-by-step tutorials cover all the common game environments, from grungy urban settings to rich fantasy worlds. Using concept art created by professional artists, each project takes you through the complete texture design process. From research and planning to bullet holes, blast marks and blood spatters, you'll find everything you need to get started as a professional texture artist. You'll also learn the ins and outs of working in a professional game development environment from someone who has been in the business for over a decade."--BOOK JACKET.
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
Focusing on the home, Broadband Entertainment offers a comprehensive overview of entertainment technologies that exist now or will be available before 2006. Broadband Entertainment proposes a new device that will bridge the gap between the online world and the entertainment world. This new device, called an entertainment server, will interface with computers, televisions, stereos, gaming consoles, and broadband networks. You can already view movies on your computer. This book shows how you can view those movies on your television as well.
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.
Introduction to 3D Game Programming with DirectX 12 by Frank Luna Pdf
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Windows 8.1 Tips, Tricks & Shortcuts in easy steps by Stuart Yarnold Pdf
Find out how to get more out of Windows 8.1. Windows 8.1 Tips, Tricks & Shortcuts in easy steps reveals more than 800 useful tweaks and secrets that’ll help you to run your PC more efficiently. Learn how to: Customize the interface to suit your needsBoost your PC’s performance with simple tweaksQuicken Startup and Shutdown timesSave time by keeping your files organizedKeep your hard drive leanQuickly repair Windows 8.1Give your PC a free tune-upKeep net browsing safe, private and efficientKeep tabs on other users’ activitiesGuard your PC against viruses and prying eyesUse a PC to build a home entertainment center With keyboard shortcuts throughout to help you save time, this guide covers both Windows 8.1 Update 1 and Windows RT 8.1 Update 1 – a handy reference guide for all Windows users!
Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.
The Dark Side of Game Texturing by David Franson Pdf
A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. "The Dark Side Of Game Texturing" features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games.
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.