Game Programming Tricks Of The Trade

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Game Programming Tricks of the Trade

Author : Lorenzo D. Phillips
Publisher : Muska & Lipman Publishing
Page : 1046 pages
File Size : 53,8 Mb
Release : 2002
Category : Computers
ISBN : 1931841691

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Game Programming Tricks of the Trade by Lorenzo D. Phillips Pdf

Every topic covered in this book can be directly applied to games that cross genres. The CD includes trial versions of Paintshop Pro 7, a compiler, a 3D modeling tool and more.

Neural Networks: Tricks of the Trade

Author : Grégoire Montavon,Geneviève Orr,Klaus-Robert Müller
Publisher : Springer
Page : 769 pages
File Size : 50,6 Mb
Release : 2012-11-14
Category : Computers
ISBN : 9783642352898

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Neural Networks: Tricks of the Trade by Grégoire Montavon,Geneviève Orr,Klaus-Robert Müller Pdf

The twenty last years have been marked by an increase in available data and computing power. In parallel to this trend, the focus of neural network research and the practice of training neural networks has undergone a number of important changes, for example, use of deep learning machines. The second edition of the book augments the first edition with more tricks, which have resulted from 14 years of theory and experimentation by some of the world's most prominent neural network researchers. These tricks can make a substantial difference (in terms of speed, ease of implementation, and accuracy) when it comes to putting algorithms to work on real problems.

CRYENGINE Game Development Blueprints

Author : Richard Gerard Marcoux III,Chris Goodswen,Riham Toulan,Sam Howels
Publisher : Packt Publishing Ltd
Page : 322 pages
File Size : 51,9 Mb
Release : 2015-08-28
Category : Computers
ISBN : 9781784390105

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CRYENGINE Game Development Blueprints by Richard Gerard Marcoux III,Chris Goodswen,Riham Toulan,Sam Howels Pdf

Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Game Development 101

Author : Nikhil Malankar
Publisher : Clever Fox Publishing
Page : 330 pages
File Size : 49,7 Mb
Release : 2022-03-19
Category : Computers
ISBN : 8210379456XXX

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Game Development 101 by Nikhil Malankar Pdf

Ever been fascinated by the game development industry and wanted to have a job in this field? This book serves as a perfect starting point for you as it answers the most commonly asked questions that you might have related to this field. This book is a simple compilation of the most commonly asked questions on my YouTube channel. I came to realise that although I have created tons of videos on my YouTube channel yet there have been instances wherein I have been asked the same questions that have already been covered on my channel. Therefore I thought it would be great to actually combine all the questions into a single book so that all the information is readily available and easily accessible in terms of chapters. My hope with this book is that it helps you know how this industry works and if you are an aspiring game developer then this book may help you to figure out a path for you. I have made sure not to sugar-coat things anywhere and it may feel at times that some parts of the book may seem discouraging for aspiring game developers, however, it is surely a tough industry to make your name in and if it is not presented in the way that it actually is then I would be doing a great disservice to the readers. I can assure you one thing though is that after you read this book you will surely get a proper clarity on how to get into this industry, survive and flourish as the paths presented in this book are proven and tested and I have shared all of these from my personal experiences being in this space.

Focus on 3D Terrain Programming

Author : Trent Polack
Publisher : Course Technology
Page : 244 pages
File Size : 51,9 Mb
Release : 2003
Category : Computer games
ISBN : 1592000282

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Focus on 3D Terrain Programming by Trent Polack Pdf

Introduces the reader to programming 3D terrain engines, from the simplest terain engine possible to one of the most complex and useful terrain engines around. Presented in a very easy-to-read and fun format. CD contains source code for all demos and programs in the book, OpenGL SDK, Paint Shop Pro 7, terrain textures, etc.

Game Design Issues, Trend and Challenges (UTeM Press)

Author : Ibrahim Ahmad,Nazreen Abdullasim
Publisher : UTeM Press
Page : 164 pages
File Size : 48,9 Mb
Release : 2019-01-10
Category : Computers
ISBN : 9789672145516

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Game Design Issues, Trend and Challenges (UTeM Press) by Ibrahim Ahmad,Nazreen Abdullasim Pdf

Game Design Issues, Trend and Challenges is a book of chapter containing articles written by some authors who have been involved in research related to game design. The contents of this book begins with the presentation of issues in game design, in the game design trend and end up with challenges in game design in the future. This book is expected to be a reference to students, researchers and individuals involved directly in the game design industry or who are interested in the field of game development.

Tricks of the Windows Game Programming Gurus

Author : André LaMothe
Publisher : Sams Publishing
Page : 1092 pages
File Size : 49,5 Mb
Release : 2002
Category : Computers
ISBN : 0672323699

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Tricks of the Windows Game Programming Gurus by André LaMothe Pdf

"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
Publisher : Prentice Hall
Page : 770 pages
File Size : 54,5 Mb
Release : 1994
Category : Computers
ISBN : 0672305070

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Tricks of the Game-programming Gurus by André LaMothe Pdf

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.

Educating Learning Technology Designers

Author : Chris DiGiano,Shelley Goldman,Michael Chorost
Publisher : Taylor & Francis
Page : 371 pages
File Size : 43,9 Mb
Release : 2008-11-19
Category : Education
ISBN : 9781135590826

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Educating Learning Technology Designers by Chris DiGiano,Shelley Goldman,Michael Chorost Pdf

What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students — including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kids Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.

jMonkeyEngine 3.0 Cookbook

Author : Rickard Edén
Publisher : Packt Publishing Ltd
Page : 496 pages
File Size : 53,6 Mb
Release : 2014-08-13
Category : Computers
ISBN : 9781783286485

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jMonkeyEngine 3.0 Cookbook by Rickard Edén Pdf

If you are a jMonkey developer or a Java developer who is interested to delve further into the game making process to expand your skillset and create more technical games, then this book is perfect for you.

Game AI Pro 360: Guide to Architecture

Author : Steve Rabin
Publisher : CRC Press
Page : 382 pages
File Size : 51,5 Mb
Release : 2019-09-10
Category : Computers
ISBN : 9780429621864

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Game AI Pro 360: Guide to Architecture by Steve Rabin Pdf

Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online

Game AI Pro

Author : Steven Rabin
Publisher : CRC Press
Page : 630 pages
File Size : 48,9 Mb
Release : 2013-09-11
Category : Computers
ISBN : 9781466565968

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Game AI Pro by Steven Rabin Pdf

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games. The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Tricks of the Mac Game Programming Gurus

Author : Bill Dugan,Jamie McCornack,Ingemar Ragnemalm
Publisher : Alpha Computer
Page : 902 pages
File Size : 45,8 Mb
Release : 1995
Category : Computers
ISBN : 1568301839

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Tricks of the Mac Game Programming Gurus by Bill Dugan,Jamie McCornack,Ingemar Ragnemalm Pdf

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

More Tricks of the Game-programming Gurus

Author : Greg Anderson
Publisher : Sams
Page : 570 pages
File Size : 47,5 Mb
Release : 1995
Category : Computers
ISBN : 0672306972

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More Tricks of the Game-programming Gurus by Greg Anderson Pdf

Leading the reader through many different game programming experiences, this text covers topics that should benefit not only game programmers, but also application programmers.

Coding Games

Author : Robert C Matthews
Publisher : Unknown
Page : 498 pages
File Size : 49,5 Mb
Release : 2020-12-03
Category : Electronic
ISBN : 9798575801344

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Coding Games by Robert C Matthews Pdf

The Complete 3 Books Series on Coding GamesBook 1Do you want a comprehensive guide to everything you need to know to start making your first game?If your answer to any of these questions is "yes" then this is the book for you. We'll be going over every facet of game programming, ranging from how to set your expectations of what you're getting into right up to creating the games themselves.In this book you'll discover...-How to program a vast variety of different game genres.-The most important game design elements crucial to your success.-How to use the Gosu library to make games in Ruby.-The best way to ensure your RPG Maker game is better than the rest.-A crash-course in Unity to kick start your professional careerThis book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. Book 2Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols. This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! And there is. There exists one simple solution that, in one fell swoop can transform learning how to code from an insanely boring experience to an entertaining pleasant journey. How you wonder? By making the whole experience a game!In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games. For anyone tired of learning to code boringly, or just someone looking for a more fun way to attract their young ones into computer programming, this book will be quite an illuminating read for you! Book3This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context. Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey. This book was written with particular care to keep the reader's perspective in mind instead of the author's knowledge, because at the end of the day, the books' purpose is to teach you, rather than leave you disappointed. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. Here are some of the key features that you will find in this book: -Important and fundamental topics that are key to advanced game programming.-Well-versed explanations after every block of code to facilitate better delivery of the concepts.-A proper topic architecture such that every chapter builds upon the previous one.-Friendly and explanatory vocabulary with minimum jargon to ensure a better reading experience.In this book you will learn-Start up and shut down sequences-Application layers-How to create game objects and characters-How to create game loops-How to program devices and user interfaces-Sounds, animations, and much more!