Browse Computer Game Development

Computer Game Development

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Viewing: 1 - 10 of 23
Published:
June 21, 2013
Author(s):
John Pile,Jr.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an 
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Published:
June 27, 2013
Author(s):
Thomas Lucka
To create successful games for the iPhone family of mobile devices, developers need to know how touch-input, real-time graphics, and sound come together in the iOS environment. iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch takes you from the basics of app coding to 
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Published:
July 19, 2013
Author(s):
Rephael Wenger
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data. Yet there is no book exclusively devoted to isosurfaces. Isosurfaces: Geometry, Topology, and Algorithms represents the first 
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Published:
September 12, 2013
Author(s):
Gabriyel Wong; Jianliang Wang
This book presents a model-based control technique where the control system design (PID-based) is derived from a data driven process. It describes this data-driven model estimation technique using the System Identification Methodology on the rendering process which provides better accuracy than 
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Published:
September 16, 2013
Author(s):
Alexey Boreskov; Evgeniy Shikin
Offering a complex view on the current state of the art in computer graphics, programmable graphics hardware, shaders, and shader-based effects, this unique text covers nearly all aspects of modern computer graphics. It presents the necessary mathematical background and algorithms and describes 
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Published:
September 24, 2013
Editor(s):
Steven Rabin
This book presents cutting-edge game AI techniques primarily from game developers of shipped commercial games as well as some from academia. Topics covered include AI architectures, steering and path finding, tactics/strategy, genre specific techniques, gesture recognition, and learning techniques. 
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$79.95
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Published:
December 15, 2013
Author(s):
Michael L. Croswell
A how-to guide, this book covers areas where either a programmatic or procedural approach can add value or save time in the creation of games. The book uses stand alone, concrete examples, and often complete but simple games to illustrate the tools and techniques of proramming the Unity 3D game 
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Published:
December 15, 2013
Author(s):
Robin Stuart Ferguson
This book introduces the core algorithms of all 3D computer graphics software packages. This second edition includes new chapters on graphics for mobile devices and practical 3D graphics using OpenFX. It also incorporates new sections on metaball modeling, NURBS, GPU textures, and techniques for 
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Published:
January 15, 2014
Author(s):
Gerard Christopher Klug; Kevin Lee Allen
This book explores how the principles of art directing devised in theater, film, and TV can better inform game design. It compares how a game is built, a film is constructed, a play is produced, and a TV show gets shot and examines the ways game design can learn from other fields. The authors cover 
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Published:
January 15, 2014
Author(s):
Gabriel Taubin; Douglas Lanman
Over the last decade, digital photography has entered the mainstream with inexpensive, miniaturized cameras for consumer use. Digital projection is poised to make a similar breakthrough. In particular, low-cost homemade 3D scanners are now within reach. This book gives beginners the necessary 
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