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The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills it also will help to develop familiarity targeting and using fixed/restricted hardware which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts while maintaining the understanding that despite the increased complexity the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement. | The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

GBP 56.99
1

Game Development for iOS with Unity3D

HTML5 Game Development from the Ground Up with Construct 2

HTML5 Game Development from the Ground Up with Construct 2

Written for the new generation of hobbyists and aspiring game developers HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author‘s research and teaching experiences at DigiPen Institute of Technology James Cook University and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up being able to play any game critically and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author‘s own published game Turky on the Run. Lastly the book discusses different ways to deploy and monetize games across several platforms including Facebook iOS Android and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author‘s website. Integrating hands-on guidance with theoretical game design concepts this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

GBP 175.00
1

Learn to Code with Games

Learning C# Programming with Unity 3D second edition

The New Web Typography Create a Visual Hierarchy with Responsive Web Design

2D to VR with Unity5 and Google Cardboard

Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11 including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library covering resources pipeline details and multithreaded rendering. Building upon this material the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3. codeplex. comBy analyzing when to use various tools and the tradeoffs between different implementations this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key FeaturesPresents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithmsExplains each of the major components of the Direct3D 11 libraryShows how Direct3D 11 can be used in a variety of real-world situationsProvides source code and sample programs on a supplementary website

GBP 46.99
1

Student Handbook for Discrete Mathematics with Ducks SRRSLEH

Making with Data Physical Design and Craft in a Data-Driven World

Game Development and Simulation with Unreal Technology Second Edition

GBP 59.99
1

Wondrous One Sheet Origami

Origami 5 Fifth International Meeting of Origami Science Mathematics and Education

The Geometry Toolbox for Graphics and Modeling

GPU Pro 360 Guide to Shadows

GPU Pro 360 Guide to Rendering

GPU Pro 360 Guide to 3D Engine Design

GPU Pro 360 Guide to Geometry Manipulation

Essential Skills for 3D Modeling Rendering and Animation

Essential Skills for 3D Modeling Rendering and Animation

The Key to Fully Understanding the Basics of a 3D World Prominently used in games movies and on television 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind Essential Skills for 3D Modeling Rendering and Animation examines the complexities of 3D computer-generated art and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling rendering and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist it includes step-by-step instruction with ample examples and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types polygons and NURBS surfaces showing the student basic modeling techniques with both. While more techniques are available an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling Rendering and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers anima

GBP 180.00
1

Real Sound Synthesis for Interactive Applications

Situational Game Design

Real-Time Rendering Fourth Edition

Real-Time Rendering Fourth Edition

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance global illumination and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics each topic is covered in impressive depth with great references for further exploration. — Alex Vlachos Valve Real-Time Rendering condenses literally thousands of cutting-edge papers talks and blogs into a single easy-to-read volume presenting today's best practices open problems and promising state-of-the-art research. A key reference for beginners and experts! — Chris Wyman Principal Research Scientist NVIDIA Since it was first published Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics. — Matt Pharr co-author of Physically Based Rendering: From Theory to Implementation I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field and will remain the first resource I check when tackling a new challenge. — Patrick Cozzi Principal Graphics Architect Cesium and co-editor of OpenGL Insights Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place and a joy to read too! — Aras Pranckevičius Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA. | Real-Time Rendering Fourth Edition

GBP 82.99
1

Basics of Game Design

Origami 4