Games & Animation

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Animation Writing and Development: From Script Development to Pitch

Jean Ann Wright
January 24, 2005

The art. The craft. The business. Animation Writing and Development takes students and animation professionals alike through the process of creating original characters, developing a television series, feature, or multimedia project, and writing professional premises, outlines and scripts. It...

C# and Game Programming (Second Edition): A Beginner's Guide

Salvatore A. Buono
December 22, 2004

The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM,...

Real-Time Collision Detection

Christer Ericson
December 22, 2004

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic...

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic

David H. Eberly
December 17, 2004

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software...

Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio

Ken Greenebaum, Ronen Barzel
October 01, 2004

This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer...

Metaprogramming GPUs with Sh

Michael McCool, Stefanus Du Toit
August 02, 2004

Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most...

Artificial Intelligence for Computer Games: An Introduction

John David Funge
July 29, 2004

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book...

Audio Anecdotes: Tools, Tips, and Techniques for Digital Audio

Ken Greenebaum, Ronen Barzel
March 11, 2004

Audio Anecdotes is a book about digital sound. It discusses analyzing, processing, creating, and recording many forms of sound and music, emphasizing the opportunities presented by digital media made possible by the arrival of inexpensive and nearly ubiquitous digital computing equipment....

Interactive Storytelling: Techniques for 21st Century Fiction

Andrew Glassner
February 26, 2004

We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult...

Collision Detection in Interactive 3D Environments

Gino van den Bergen
October 27, 2003

The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main...

Real Sound Synthesis for Interactive Applications

Perry R. Cook
July 01, 2002

Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics...

Real-Time Shading

Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool
June 26, 2002

This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and...