Introduction to game development
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Introduction to game development
- Publication date
- 2005
- Topics
- Computer games -- Design, Computer games -- Programming, Video games -- Design, Jeux d'ordinateur -- Conception, Jeux d'ordinateur -- Programmation, Jeux vidéo -- Conception, Jeux video -- Conception
- Publisher
- Hingham, MA : Charles River Media
- Collection
- internetarchivebooks; inlibrary; printdisabled
- Contributor
- Internet Archive
- Language
- English
- Item Size
- 2.0G
xxviii, 979 pages : 24 cm +
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft® PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process
Includes bibliographical references and index
pt. 1. Critical game studies -- A brief history of video games / Robert T. Bakie -- Games and society / Robert T. Bakie -- Ludology for game developers---and academic perspective / Aki Järvinen and Jussi Holopainen -- pt. 2. Game design -- Understanding fun---the theory of natural funativity / Noah Falstein -- Game design / Isaac Barry -- pt. 3. Game programming: languages and architecture -- Teams and processes / Noel Llopis -- C++, Java, and scripting languages / Noel Llopis -- Macromedia Flash / Glen Rhodes -- Programming fundamentals / Noel Llopis -- Debugging games / Steve Rabin -- Game architecture / Noel Llopis -- Memory and I/O systems / Noel Llopis -- pt. 4. Game programming: math, collision detection, and physics -- Mathematical concepts / Eric Lengyel -- Collision detection and resolution / Steve Rabin and Bretton Wade -- Real-time game physics / Graham Rhodes
pt. 5. Game programming: graphics, animation, AI, audio, and networking -- Graphics / Tom Forsyth -- Character animation / Tom Forsyth -- Artificial Intelligence: agents, architecture, and techniques / Steve Rabin -- Artificial Intelligence: pathfinding overview / Syrus Mesdaghi -- Audio programming / James Boer -- Network and multiplayer / Chuck Walters -- pt. 6. Audio visual design and production -- Visual design / Mark Peasley -- 3D modeling / David Johnson -- 3D environments / Jeff Selbig -- 2D textures and texture mapping / Tito Pagan -- Surface effects / David Johnson -- Lighting / Peter Lewis -- Animation / Tito Pagan -- Cinematography / Peter Lewis -- Audio design and production / Tommy Tallarico and Todd M. Fay -- pt. 7. Game production and the business of games -- Game production and project management / Tom Sloper -- Game industry roles and economics / Kathy Schoback -- The publisher-developer relationship / Ed Bartlett -- Market / Sue Bohle -- Intellectual property content, law, and practice / Stephen Rubin -- Content regulation / Stephen Rubin
System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft℗ʼ PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process
pt. 1. Critical game studies -- A brief history of video games / Robert T. Bakie -- Games and society / Robert T. Bakie -- Ludology for game developers---and academic perspective / Aki Jarvinen and Jussi Holopainen -- pt. 2. Game design -- Understanding fun---the theory of natural funativity / Noah Falstein -- Game design / Isaac Barry -- pt. 3. Game programming: languages and architecture -- Teams and processes / Noel Llopis -- C++, Java, and scripting languages / Noel Llopis -- Macromedia Flash / Glen Rhodes -- Programming fundamentals / Noel Llopis -- Debugging games / Steve Rabin -- Game architecture / Noel Llopis -- Memory and I/O systems / Noel Llopis -- pt. 4. Game programming: math, collision detection, and physics -- Mathematical concepts / Eric Lengyel -- Collision detection and resolution / Steve Rabin and Bretton Wade -- Real-time game physics / Graham Rhodes
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft® PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process
Includes bibliographical references and index
pt. 1. Critical game studies -- A brief history of video games / Robert T. Bakie -- Games and society / Robert T. Bakie -- Ludology for game developers---and academic perspective / Aki Järvinen and Jussi Holopainen -- pt. 2. Game design -- Understanding fun---the theory of natural funativity / Noah Falstein -- Game design / Isaac Barry -- pt. 3. Game programming: languages and architecture -- Teams and processes / Noel Llopis -- C++, Java, and scripting languages / Noel Llopis -- Macromedia Flash / Glen Rhodes -- Programming fundamentals / Noel Llopis -- Debugging games / Steve Rabin -- Game architecture / Noel Llopis -- Memory and I/O systems / Noel Llopis -- pt. 4. Game programming: math, collision detection, and physics -- Mathematical concepts / Eric Lengyel -- Collision detection and resolution / Steve Rabin and Bretton Wade -- Real-time game physics / Graham Rhodes
pt. 5. Game programming: graphics, animation, AI, audio, and networking -- Graphics / Tom Forsyth -- Character animation / Tom Forsyth -- Artificial Intelligence: agents, architecture, and techniques / Steve Rabin -- Artificial Intelligence: pathfinding overview / Syrus Mesdaghi -- Audio programming / James Boer -- Network and multiplayer / Chuck Walters -- pt. 6. Audio visual design and production -- Visual design / Mark Peasley -- 3D modeling / David Johnson -- 3D environments / Jeff Selbig -- 2D textures and texture mapping / Tito Pagan -- Surface effects / David Johnson -- Lighting / Peter Lewis -- Animation / Tito Pagan -- Cinematography / Peter Lewis -- Audio design and production / Tommy Tallarico and Todd M. Fay -- pt. 7. Game production and the business of games -- Game production and project management / Tom Sloper -- Game industry roles and economics / Kathy Schoback -- The publisher-developer relationship / Ed Bartlett -- Market / Sue Bohle -- Intellectual property content, law, and practice / Stephen Rubin -- Content regulation / Stephen Rubin
System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft℗ʼ PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process
pt. 1. Critical game studies -- A brief history of video games / Robert T. Bakie -- Games and society / Robert T. Bakie -- Ludology for game developers---and academic perspective / Aki Jarvinen and Jussi Holopainen -- pt. 2. Game design -- Understanding fun---the theory of natural funativity / Noah Falstein -- Game design / Isaac Barry -- pt. 3. Game programming: languages and architecture -- Teams and processes / Noel Llopis -- C++, Java, and scripting languages / Noel Llopis -- Macromedia Flash / Glen Rhodes -- Programming fundamentals / Noel Llopis -- Debugging games / Steve Rabin -- Game architecture / Noel Llopis -- Memory and I/O systems / Noel Llopis -- pt. 4. Game programming: math, collision detection, and physics -- Mathematical concepts / Eric Lengyel -- Collision detection and resolution / Steve Rabin and Bretton Wade -- Real-time game physics / Graham Rhodes
Notes
obscured texts at back cover
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- 2019-12-13 09:06:04
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