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Computer Game Development

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Viewing: 31 - 40 of 85
Published:
July 23, 2010
Author(s):
Ian Millington
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear 
  Paperback
$52.95
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Published:
June 14, 2010
Editor(s):
Wolfgang Engel
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical 
  Hardback
$83.95
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Published:
April 05, 2010
Author(s):
David Eberly
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He 
  Hardback
$91.95
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Published:
March 08, 2010
Author(s):
Roberto Dillon
How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to 
  Paperback
$31.95
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Published:
January 26, 2010
Author(s):
Gregory Trefry
From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game 
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Published:
December 10, 2009
Author(s):
Brian Guenter; Sung-Hee Lee
This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical 
  Hardback
$54.95
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Published:
October 21, 2009
Author(s):
Rudolf Kremers
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to 
  Paperback
$61.95
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Published:
August 06, 2009
Author(s):
Ian Millington; John Funge
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in 
  Hardback
$81.95
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Published:
July 21, 2009
Author(s):
Peter Shirley; Michael Ashikhmin; Steve Marschner
With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to 
  Hardback
$99.00
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Published:
June 15, 2009
Author(s):
Jason Gregory
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded 
  Hardback
$67.95
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