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  • Allen Sherrod

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Anbieter: Grand Eagle Retail, Bensenville, IL, USA

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

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    Erstausgabe

    EUR 74,39

    Versand gratis
    Versand innerhalb von USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Mike Dickheiser

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Anbieter: Grand Eagle Retail, Bensenville, IL, USA

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

    Verkäufer kontaktieren

    Erstausgabe

    EUR 114,94

    Versand gratis
    Versand innerhalb von USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Andrew Kirmse

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2004

    ISBN 10: 1584502959 ISBN 13: 9781584502951

    Anbieter: Grand Eagle Retail, Bensenville, IL, USA

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

    Verkäufer kontaktieren

    Erstausgabe

    EUR 136,36

    Versand gratis
    Versand innerhalb von USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The graphics articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an all new physics section that teaches innovative techniques for implementing real-time physics that will help you create emergent gameplay. To make searching between all four volumes of the series easy and efficient, we have added a cumulative index. This new volume is a definite must-have resource for every game programmer's library! The 62 articles in this newest entry in the Game programming gems series are arranged into seven sections: general programming, mathematics, physics, artificial intelligence, graphics, network, and audio. The techniques described in the articles become progressively more difficult throughout each se Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Allen Sherrod

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Anbieter: AussieBookSeller, Truganina, VIC, Australien

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

    Verkäufer kontaktieren

    Erstausgabe

    EUR 117,62

    EUR 31,28 Versand
    Versand von Australien nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Mike Dickheiser

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Anbieter: AussieBookSeller, Truganina, VIC, Australien

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

    Verkäufer kontaktieren

    Erstausgabe

    EUR 178,51

    EUR 31,28 Versand
    Versand von Australien nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Andrew Kirmse

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2004

    ISBN 10: 1584502959 ISBN 13: 9781584502951

    Anbieter: AussieBookSeller, Truganina, VIC, Australien

    Verkäuferbewertung 5 von 5 Sternen 5 Sterne, Erfahren Sie mehr über Verkäufer-Bewertungen

    Verkäufer kontaktieren

    Erstausgabe

    EUR 210,66

    EUR 31,28 Versand
    Versand von Australien nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Hardcover. Zustand: new. Hardcover. Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The graphics articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an all new physics section that teaches innovative techniques for implementing real-time physics that will help you create emergent gameplay. To make searching between all four volumes of the series easy and efficient, we have added a cumulative index. This new volume is a definite must-have resource for every game programmer's library! The 62 articles in this newest entry in the Game programming gems series are arranged into seven sections: general programming, mathematics, physics, artificial intelligence, graphics, network, and audio. The techniques described in the articles become progressively more difficult throughout each se Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.