Tampilkan postingan dengan label Game. Tampilkan semua postingan
Tampilkan postingan dengan label Game. Tampilkan semua postingan

Jumat, 29 Juni 2012

Cinematic game secrets for creative directors and producers: Inspiredtechniques from industry legends

Ebook Download | Cinematic game secrets for creative directors and producers: Inspired techniques from industry legends | Rather than reviewing my own book (of course I'm gonna give it five stars!), I'd rather tell you why I think you should buy my book. I have five reasons--all of them good. Here we go...
1. As a new/aspiring producer or creative director, it's important to know what it takes to make a new, successful game. In a word, it's making your game 'cinematic.' In more words, it means have a great story, compelling characters, and using sound cinematography techniques. There are chapters on all three of these subjects in the book.
2. You are studying game development/production. What do you know about filmmaking? Probably what you've seen on a few 'behind the scenes' DVD features and read in an 'independent' filmmaking book or two. Not only are aspects of filmmaking covered in my book--it's only the aspects that are relevant to you! And they're explained in that context.
3. Building cross-market appeal. You don't want to just create a game. You want to create a sensation! Books, movies, toys, etc. should be following in the wake of your title's success. How do these deals get made? By creating a truly cinematic game that grabs gamers and has mass popular appeal. Read the book to learn more!
4. You want to be independent. Lets face it, most game development is done as a form of insider trading. Programmers, artists...well, pretty much everyone...are all considered 'contractors' nowadays and jump from project to project, studio to studio, etc. It's all who you know. So you're going to create your own game. My book has chapters on independent game production, as well as making your game...You guessed it: Cinematic!
5. Finally, and lets face it, this is the best reason...The book rocks! It's basic in its approach, but technical when it needs to be. If you're a student, you're going to learn a lot about applying great techniques to your own personal production model. If you're a seasoned vet, you'll get more tools for the 'ole toolbelt. And don't forget, you're getting advice from some true masters of the game industry in this volume: Warren Spector, Noah Falstein, and Richard Rouse III just to name a few!



http://downloadebookhere.blogspot.com

Kamis, 14 Juni 2012

OpenGL Game Programming

Ebook Download | OpenGL Game Programming | I've read several OpenGL books, and this one ranks with the best of them. The best thing about it, though, is that it's not just an OpenGL book, it's a game programming book, so not only will you learn OpenGL essentials, you're learn how to specifically apply them to games. The book is very easy to read and understand. It's been written in such a way that I think even someone with no experience programming games will be able to pick it up and soon be able to create a simple 3D game. In addition to the OpenGL coverage, the coverage of DirectInput and DirectSound is some of the best I've ever seen. The chapters on special effects and physics were of particular interest, as were the chapters on engine design and the final creation of a game. Whether you're just getting interested in game programming, or have been doing it for a while but don't know OpenGL, you need this book.





http://downloadebookhere.blogspot.com

Kamis, 17 Mei 2012

3D Game Engine Design: A Practical Approach to Real-Time ComputerGraphics

Ebook Download | 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics | 3D Game Engine Programming is a 850-paged guide to constructing a modular, functional video game engine. This reference was one of the biggest reasons I became confident that I could complete a project of my own and has helped me tremendously in the design and building of an engine based upon the fundamentals of the ZFX Engine.
Even though the book does not go into detail and provide the code to all the bells and whistles of a commerical engine, it certainly outlines the basics and even provides code for testing. (I personally liked not having everything provided so that I could add my own features with a more personalized touch). In particular, the text guides the reader through the concepts and code needed to construct an engine that has the ability to support both DirectX and OpenGL (though DirectX is the main focus in the text), Vertex and Pixel Shaders (which is a big plus in upcoming game graphics!), and networkable players. In addition, the book brought extra possibilities such as Non-Player Characters, AI, and other various effects to the table for the reader to take note of where they could be added on to the engine. More importantly, he did do an excellent job of keeping these options open without forcing his more ambitious readers to reprogram half the engine.
A very important thing I felt was the key to why I liked it some much was the fact that I understood how the components of the engine worked individually and as a whole to construct a functional game when I had finished the book. So many times have I read a programming book cover to cover and then still be lost on how everything fits together outside of the demos provided in the text-- but this book was NOT like that at all. The concepts were presented clearly as well as explicitly outlined within the code.So, if you are looking for a book that hits the ground running, providing a complete archive of source code and demos in an effort to construct a comprehensive game engine: this book is for you!





downloadebookhere.blogspot.com

Sabtu, 05 Mei 2012

Beginning game programming (2nd edition)

Ebook Download | Beginning game programming (2nd edition) | I liked this book. Don't be fooled by the author when he says in the beginning that "This is a book all about game programming". It seems like its goal is to do everything with DirectX but make games. You spend the first 9 chapters making neat little programs to demonstrate basic Windows code and the various components of DirectX. However, the games come eventually; you make a sort of Pong clone in chapter 10, and a 3D version of Breakout to finnish the book. You also walk away with a fully functional game "framework" you can apply to your projects for a while to come. BE WARNED: the compiler included with this book is Dev-C++, an environment I have found very difficult to use with DirectX. Your better off using MSVC (the compiler that is actually covered in the book). To sum up: I gained a knowledge of how to make games with C and DirectX from this book, so I'm satisfied. Definitely valuable, worthwhile, and a great place to start for the novice game programmer.






Rabu, 25 April 2012

Microsoft XNA Game Studio 2.0: Learn Programming Now!

Ebook Download | Microsoft XNA Game Studio 2.0: Learn Programming Now! | I got this book at Barnes & Noble, so it was the 'newer version' without the CD or the promise thereof. It wasn't a problem at all for me, as everything is very easy to access online...and I'd prefer to buy the book at a cheaper cost and download the software than pay extra for a CD. The content, at least the part that I've read is very informative for a newbie programmer like me. I'm only on Chapter 3, but if you're already experienced in C#, this book might not be for you. Everything is clearly explained, and the length of the book is perfect - long enough to be thorough, but not so long to be intimidating. Highly recommended.






Jumat, 20 April 2012

Game Programming Tricks of the Trade

Game Programming Tricks of the TradeEbook Download | Game Programming Tricks of the Trade | I own every single graphics gems and game programming gems books, but 90% of the articles in the books are like 1-3 pages; how can anyone learn anything in 1-3 pages? Sure there are some long articles in the books, but they are hard to follow -- Game programing tricks has really long and complete articles and they actually do something. I was really interested in quadtrees, but everyone always talks about them, but no one every does them. I read tricks and now I finally know how it works -- also I am planning on putting the scripting chapter to good use. My advice is this, if you want a whirlwind tour of graphics and game programming then check out the gems series, but if you really want to learn something and put it to use and see ACTUAL WORKING CODE then get this book. I hope they make more!





downloadebookhere.blogspot.com

Minggu, 25 Maret 2012

Mathematics for 3D Game Programming and Computer Graphics

Ebook Download | Mathematics for 3D Game Programming and Computer Graphics | This book is great. Its material is well explained, the topics covered are complete (for the most part), and the examples make sense. It is a fantastic reference that should be on the shelf of any professional game programmer or aspiring game programmer. However, this book isn't a hand holding guide to making "cool" games, as some reviewers expected it to be. There is no single book for that. There are so many topics to cover, it would be impossible to put them all into one text. Please don't be fooled by reviews from non-professionals, as this book is a must have. For a list of beginner books to give yourself an introduction to game programming.







Rabu, 14 Maret 2012

Sams Teach Yourself Game Programming in 24 Hours

Ebook Download | Sams Teach Yourself Game Programming in 24 Hours | Many years ago, after I purchased my TRS-80, I did what so many budding programmers did, I purchased some games and then tried my hand at writing my own. In the subsequent years, the conversations that I have had with many other programmers has revolved around their first attempts to write games. In fact, a solid argument can be made that for many people of that era, the first "large" programs that they wrote were games. Any attempt to write a game requires the use of most of what we do in programming. Topics such as file handling, sophisticated graphics, advanced data handling and complex decision making are all necessary to a good game. In this book Morrison covers all of those areas, as he steps you through the construction of several games.
The coverage of what is needed for game development is complete, and all of the code is available on CD, which is fortunate, because there is a lot of it. The language is C++, specifically Microsoft Visual C++ and
Borland C++ builder version 6. Code for the games in both versions is included on the CD. Borland C++ builder version 5.5 complete and a trial copy of version 6 are also on the CD for those who lack access to a suitable compiler. While I consider the language choice to be fine, it will pose a problem for those with limited exposure to their structures.
By necessity, Morrison is forced to spend the bulk of his allotted ink in explaining the programming of the games. Therefore, anyone unfamiliar with object-oriented programming or how these two versions of C++ are structured will find it difficult to follow the code. This is not to say that it cannot be understood, just that limited exposure to these versions of C++ will probably require that you consult another resource.
If you have a background in these versions of C++, then let the games begin. Morrison gives you a solid background in what is an excellent way to learn the fundamentals of programming, how to develop and organize a complex program and how to have fun while doing it.