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Main » 2011 » January » 7 » 6 Books - Software Programming (Game)
6:04 PM
6 Books - Software Programming (Game)
6 Books - Software Programming (Game)

6 Books - Software Programming (Game) 
HF | PDF | 109 mb

3D Math Primer for Graphics and Game Development (Wordware Game Math Library) 
3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts. This book explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes; discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques; describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks; includes complete derivations for all the primitive transformation matrices. 

Advanced 3D Game Programming with DirectX 9 (Wordware Game Developer's Library) 
Text is an update to the prior text, Advanced 3D Game Programming Using DirectX 8.0; focusing on implementation changes to DirectX 9.0. For programmers who are new to graphics and game programming. 

Postmortems from Game Developer: Insights from the Developers of Unreal Tournament 
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs. 

The gmax Handbook (Game Development Series) 
After playing the same levels or flying the same airplane over and over, many avid gamers quickly tire of their games. Now, with gmax supported games, they have a 3D modeling tool that is easy to use, comes with documentation, and includes a common framework that can be used to modify many popular games. The gmax Handbook shows you how to use this powerful application to modify actual games, such as Microsoft Flight Simulator 2002, Dungeon Siege, Quake III Arena, Tr ainz, and more! 

C++ For Game Programmers (Game Development Series) 
C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don’t apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. 

Awesome Game Creation: No Programming Required (Game Development) 
This is one of the first books CRM published in game development and it has been very successful. There are thousands of more game players today than there were in 2000 and many of these players want to know how to make their own games. Most of these people are not programmers, however, so they need a non-programming why to learn and that's why this book works so well! Awesome Game Creation: No Programming Required, Third Edition teaches game enthusiasts and aspiring developers how to create your own computer games without programming skills. It teaches how the whole game design process works, beginning with an overview of how to design a game, and moving through the creation process from the basic building blocks to sound, music, and graphics. 
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