Games & Animation

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Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web

1st Edition

Jean-Marc Gauthier
April 20, 2005

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the...

Animation Writing and Development: From Script Development to Pitch

1st Edition

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: A Beginner's Guide

2nd Edition

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

1st Edition

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

1st Edition

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...

Metaprogramming GPUs with Sh

1st Edition

Michael McCool, Stefanus Du Toit
August 02, 2004

This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh....

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

1st Edition

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

1st Edition

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

1st Edition

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

1st Edition

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 3D Character Animation with Visual C++

1st Edition

Nik Lever
December 17, 2001

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the...

AI for Games and Animation: A Cognitive Modeling Approach

1st Edition

John David Funge
July 22, 1999

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a...