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  • Don Seegmiller

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2007

    ISBN 10: 1584505338 ISBN 13: 9781584505334

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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    EUR 4,94

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. Digital Character Painting Using Photoshop CS3 is a brilliantly illustrated, full-color book that combines both the fundamentals of character design and the skills of digital painting. Completely updated using Photoshop CS3 as the primary tool, the book details how to create characters that elicit specific emotions and how to beautifully render those characters by applying conventional painting skills to digital tools. Written for both the seasoned professional and aspiring artist alike, Digital Character Painting Using Photoshop CS3 explores the key principles of design and reveals how to enhance traditional skills and apply them to digital art for use in games, film, animation, and other commercial productions. Using practical tutorials, the book covers basic skills such as value, edges, color, texturing, and light, and then moves on to teach in-depth techniques on specific features including eyes, face, clothing, hair, and fur. Whatever your skill level, you will discover practical ideas and techniques to apply to your craft and to help you improve and create masterful works of digital art. This title presents a completely updated, beautiful, full color guide to character design and computer art using Photoshop. It provides practical insights into how to master Photoshop CS3 as a powerful painting tool, including how to customize the brushes to achieve the best possible results. It focuses on learning artistic skills that can be applied to a variety of 2D and 3D programs, with an emphasis on Photoshop CS3. It teaches how to combine traditional artistic values with today's graphics software. It includes a CD-ROM with the figures and files for the tutorials in the book, along with a QuickTime movie showing how a painting is created. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Don Seegmiller

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502320 ISBN 13: 9781584502326

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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    EUR 6,59

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Noel Llopis

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502274 ISBN 13: 9781584502272

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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    EUR 6,59

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 2 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Mike McShaffry

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2009

    ISBN 10: 1584506806 ISBN 13: 9781584506805

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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    EUR 7,37

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 1 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. Welcome to Game Coding Complete, Third Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by a veteran game programmer, the book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C# tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Allen Sherrod

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Anbieter: Grand Eagle Retail, Bensenville, IL, USA

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    Erstausgabe

    EUR 78,62

    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 de la Flor

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584503106 ISBN 13: 9781584503101

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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    EUR 102,31

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 2 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Mike Dickheiser

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Anbieter: Grand Eagle Retail, Bensenville, IL, USA

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    Erstausgabe

    EUR 121,42

    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.

  • 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

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    Erstausgabe

    EUR 123,44

    EUR 31,86 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.

  • Greg Snook

    Sprache: Englisch

    Verlag: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502045 ISBN 13: 9781584502043

    Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich

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

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    EUR 148,46

    EUR 6,42 Versand
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 2 verfügbar

    In den Warenkorb

    Paperback. Zustand: Very Good. With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of today's popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers. Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming. The book is dedicated to teaching the fundamentals of programming a popular 3D engine type - the "Real-Time 3D Terrain Engine." Throughout the book, the focus is on the essential topics of outdoor terrain rendering. So whether you are new to 3D engine programming or a seasoned veteran, Real-Time 3D Terrain Engines Using C++ and DirectX 9 will teach you how to use the latest advancements in hardware-accelerated rendering, and provide all of the tips, tricks, and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X, math, and geometry and that you're ready to move into 3D engine design and real-time terrain visualization. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • 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

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    Erstausgabe

    EUR 185,66

    EUR 31,86 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.