Showing posts with label Game Programming. Show all posts
Showing posts with label Game Programming. Show all posts

Tuesday, July 19, 2011

41 Game Design Ebooks Collection

41 Game Design Ebooks Collection

41 Game Design Ebooks Collection
English | 41 eBooks | PDF | 575.44 MB



All Links are interchangeable. No password. Single extraction.

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Published: By: ebookstraining - 6:13 PM

Saturday, July 9, 2011

Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development

Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development
Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development
Publisher: Apr..ess | 2011 | 992 Pages | ISBN: 1430234229 | EPUB + PDF | 39 + 255.4 Mb

Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.

The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.

By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

What you’ll learn
How to build interactive games that work on a variety of platforms
Take the tour around Unity user interface fundamentals, scripting and more
Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more
What is inventory logic and how to manage it
How to handle 3D object visibility, effects and other special cases
How to handle variety of menus and levels in your games development
How to handle characters, scrollers, and more
How to create or integrate a story/walkthrough

Who this book is for
Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development.

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Published: By: ebookstraining - 5:37 PM

Tuesday, July 5, 2011

3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle

3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle

3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I by Andrew Gahan
Publisher: Focal Press | ISBN 10: 0240815823 | 2011 | PDF | 480 pages | 101 MB


The 2nd edition of Andy Gahan's 3ds Max Modeling for Games, covering the latest version of 3ds Max is here. This book features the realistic style of art that the 1st edition covered, with six completely new chapters for the new version of the software. These newly added sections including: an Intro to 3ds Max, a new normal maps tutorial, expanded portfolio section, LOD's, a brand new environment and much more - as well as updates throughout covering latest version of Max.

The gallery will consist of a mix of inspirational concept art, and orthographics for the reader to build various models from. The book comes to us directly from successful game artists within commercial game development circles (Gahan + contributors) and consists of tutorials that start with simpler models and gradually move up to more complex builds. The strength of this book is that it teaches all of the important game modeling elements: character & environment modeling, mapping, texturing, basic animating of credible game characters and levels - using latest version of 3ds Max. As readers move from tutorial to tutorial, they build their own portfolio of high quality work.

Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.


3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle

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Published: By: ebookstraining - 8:50 PM

Saturday, May 7, 2011

Head Modeling for Games

Head Modeling for Games
Head Modeling for Games
eLearning | 3.63 GB

3D game artists are faced with certain restrictions when creating models for use in real-time. Game hardware, art direction and development time all have an impact. It is the challenge of the 3D artist to make interesting and visually believable characters while dealing with these restrictions. This DVD covers the creation of a low polygon model of a head for a game environment. Topics such as polygon component modeling, poly count, scripts and facial anatomy are discussed.

* Polygon Component Modeling
* Poly Count Restrictions
* Topology
* MJ Poly Tools
* Polygon Modeling Tools
* Facial Anatomy

1. Setting Up the Scene
2. Modeling Features
3. Modeling the Skull
4. Modeling the Neck
5. Modeling Hair
6. Modeling Inner Mouth Geometry
7. Final Steps


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Published: By: Anonymous - 2:57 AM

UV Mapping for Games

  • UV Mapping for Games
    UV Mapping for Games
    eLearning | 3.63 GB

    UV layout is one of the most important skills of the game modeler. Unlike high poly modeling, game UVs are given limited texture space. It is important to use that space in the most efficient manner, while minimizing seams and distortion.
    How you project and arrange your UVs can greatly impact the look of the model and the time it takes to paint your textures. This lecture will cover the tools and techniques necessary to create efficient UV maps.

    * UTE (UV Texture Editor)
    * UV Projection
    * Creating UV Shells
    * Mirroring UVs
    * Transferring UVs
    * Shell Arrangement
    * Using a Reference Map
    * Focusing Resolution

    1. Separating the Model
    2. Mapping the Head
    3. Mapping the Upper Body
    4. Mapping the Lower Body
    5. Mapping Hands
    6. Mapping Boots
    7. Mapping Gear
    8. Mirroring Geometry and UVs
    9. Arranging Shells

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Published: By: Anonymous - 2:52 AM

Thursday, January 27, 2011

ActionScript 3.0 Game Programming University

ActionScript 3.0 Game Programming University

ActionScript 3.0 Game Programming University by Gary Rosenzweig
Que | 2011 | ISBN: 0789747324 | 552 pages | PDF | 12 MB


Learn ActionScript 3.0 the fun way, by creating 16 great games: real, robust games - not just "web toys"!
Highly-rated ActionScript tutorial, now with seven new 3D and card games!
Code and techniques easily adaptable to training, advertising, and more
For Flash artists learning ActionScript, Flash programmers seeking to create games, and upgraders from ActionScript 1.0/2.0.
Includes a chapter on developing games in Flash for the iPhone!

Gary Rosenzweig's ActionScript 3.0 Game Programming University, Second Edition is the best hands-on tutorial for learning ActionScript 3.0, the programming language behind Flash Professional CS5. You will master all the basics of ActionScript programming by building 16 robust games. One step at a time, you'll learn techniques (and get tested code) that can be adapted to virtually any project, from games to training and advertising. The first edition earned widespread raves; Rosenzweig has now updated it with seven brand-new games that teach even more valuable ActionScript 3.0 skills and techniques. You will first learn how Flash and ActionScript 3.0 work together, the elements of an ActionScript program, and how to build a basic game framework with ActionScript. Next, Rosenzweig walks you through building the full spectrum of ActionScript games, including brain games, animation-based games, picture puzzles, games based on direction and movement, casual games, word games, Q and A games, action games, game worlds, and more. This edition adds new chapters on card games and 3D games, with High-Low, Video Poker, Blackjack, 3D Paddle Ball, 3D Scavenger Hunt, and two other new projects.

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Published: By: Anonymous - 7:01 PM

Monday, January 24, 2011

Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7

Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7
Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7\
O'Re illy Me dia | 2010 | ISBN: 1449394620 | 544 pages | PDF + epub | 14 MB

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.

Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish.
Learn game development from 2D animation to 3D cameras and effects
Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
Build three complete, exciting games using 2D, 3D, and multiplayer techniques
Develop for and deploy your games to the Xbox 360 and Windows Phone 7


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Published: By: Anonymous - 4:29 PM

Thursday, January 20, 2011

Game Graphics Programming

Game Graphics Programming

Game Graphics Programming
Publisher: Charles River Media | 2008 | ISBN: 1584505168 | 645 pages | PDF | 12 MB


"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.

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Published: By: Anonymous - 8:51 PM

Monday, January 17, 2011

200+ Game Designing & Programming Books Collection

200+ Game Designing & Programming Books Collection
200+ Game Designing & Programming Books Collection
Language: English | True PDF | All In One | 4.48 GB


A Big Game Designing & Programming Books Collection (Total 200+ Books).

List on read more

3D Computer Graphics - A Mathematical Introduction with OpenGL.pdf
3D Game Engine Architecture.pdf
3D Game Engine Design .pdf
3D Game Engine Programming .pdf
3D Game Programming All In One.pdf
3D Geometry Tuts.rar
3D Math Primer for Graphics and Game Development Souce Code.rar
3D Math Primer for Graphics and Game Development.pdf
3ds Max 2009 Beyond the Basics.rar
3DS Max 2009 Bible.pdf
3DS Max 2009 Essential Training.rar
3ds Max 6 Bible.pdf
A First Course in Linear Algebra.pdf
A Theory Of Fun In Game Design.pdf
Adobe Creative Suite 2 Classroom In A Book.chm
Adobe GoLive CS2 Classroom in a Book.chm
Adobe Illustrator CS2 Classroom in a Book.chm
Adobe InDesign CS2 Classroom in a Book.chm
Adobe Photoshop CS2 Classroom in a Book.chm
Advanced 3D Game Programming All in One.pdf
Advanced 3D Game Programming with DirectX 9.0.pdf
Advanced Animation with DirectX.pdf
Advanced Graphics Programming Techniques Using Opengl.pdf
Advanced Graphics Programming Using OpenGL.pdf
Advanced WinSock Multiplayer Game Programming Multicasting.pdf
AI for Game Developers - David M. Bourg, Glenn Seeman.pdf
AI for Game Developers Examples.rar
AI For Game Developers.pdf
AI Game Development - Synthetic Creatures with Learning and Reactive Behaviors.chm
AI Game Development.chm
AI Game Engine Programming.pdf
AI Game Wisdom.pdf
Algorithms And Networking For Computer Games.pdf
Animating Real-Time Game Characters.pdf
Artificial Intelligence for Games Source Code.rar
Artificial Intelligence for Games.pdf
Beginning 3D Game Programming.chm
Beginning C# Game Programming Source Code.rar
Beginning C# Game Programming.pdf
Beginning C++ Game Programming.pdf
Beginning C++ Game Programming.chm
Beginning Direct3D Game Programming, Second Edition.pdf
Beginning DirectX 9.pdf
Beginning Game Art In 3DS Max 8.pdf
Beginning Game Audio Programming.chm
Beginning Game Level Design.pdf
Beginning Game Programming.pdf
Beginning Math and Physics for Game Programmers .chm
Beginning Math and Physics for Game Programmers.chm
Beginning OpenGL Game Programming Source Code.rar
Beginning OpenGL Game Programming.pdf
C++ Module I.pdf
C++ Module II.pdf
Character Development and Storytelling for Games.pdf
Chris Crawford on Game Design.chm
Collision Detection in Interactive 3D Environments.pdf
Computer Gaming World - Mar 2006.pdf
Computer Organization And Design The Hardware Software Interface.pdf
Core Techniques And Algorithms in Game Programming.chm
Core Techniques and Algorithms in Game Programming.pdf
Creating Games In C++ - A Step By Step Guide.chm
Creating Professional Animation with 3ds Max, Lightwave, and Maya.pdf
CryENGINE 2 Features.pdf
Cutting Edge Direct3D Programming.chm
Data Structures for Game Programmers.pdf
Deconstructing the Elements with 3ds Max 2nd Ed.pdf
Digital Animation Bible.pdf
Digital Character Design & Painting The Photoshop CS Edition.chm
Digital Lighting and Rendering.pdf
DirectX 3D Graphics Programming Bible.pdf
DirectX 8.1 Programming for C PlusPlus.chm
DirectX 8.1 Programming for C++.chm
DirectX 9 Graphics - The Definitive Guide to Direct3D.pdf
Directx 9 User Interfaces - Design and Implementation.pdf
DotNET Game Programming with DirectX 9.0.pdf
Easy Guide to Photoshop CS2 Image Editing.pdf
Essential Mathematics for Games and Interactive Applications 2nd Edition.pdf
Essential Mathematics for Games and Interactive Applications.pdf
Evolution of GPUs.pdf
Example Design Documents.rar
Facial Modeling and Animation Done Right.pdf
Focus On 3D Models.pdf
Focus on Mod Programming In Quake III Arena.pdf
Focus On Photon Mapping.chm
Focus on SDL.pdf
Fundamentals of Audio and Video Programming for Games.chm
Game Architecture and Design.pdf
Game Character Design Complete.pdf
Game Coding Complete 2nd ed.chm
Game Coding Complete.chm
Game Design Foundations.chm
Game Design Theory and Practice.chm
Game Developer - Game Career Guide Fall 2005.pdf
Game Developer - Game Career Guide Fall 2008.pdf
Game Development and Production.pdf
Game Engine Toolset Development.pdf
Game Physics Engine Development Source Code.rar
Game Physics Engine Development.pdf
Game Physics.pdf
Game Programming All in One.pdf
Game Programming Gems 1.pdf
Game Programming Gems 2.pdf
Game Programming Gems 3.pdf
Game Programming Gems 4.pdf
Game Programming Gems 6.pdf
Game Programming Golden Rules.pdf
Game Programming Tricks of the Trade.pdf
Game Programming with DirectX 9.0.pdf
Game Programming with Python, Lua, and Ruby.chm
Game scripting Mastery.pdf
GameProgrammingGems5-CDROM.rar
GameProgrammingGems6-CDROM.rar
GeForce 8800 GPU Architecture Technical Brief .pdf
GPU Gems 1.djvu
GPU Gems 2.djvu
GPU Gems 3.chm
GPU Programming Guide.pdf
Graphics Gems 1.pdf
Graphics Gems 2.pdf
Graphics Gems 3.pdf
Graphics Gems 4.pdf
Graphics Gems 5.pdf
Graphics Gems Series Source Code.rar
Graphics Programming Black Book.pdf
Graphics Programming with DirectX 9 Module I.pdf
Graphics Programming with DirectX 9 Module II.pdf
Hacking Photoshop CS2.pdf
Half Life 2 Mods For Dummies.pdf
Hardcore AI for Computer Games and Animation.pdf
How GPUs Work.pdf
Inside Direct3D.chm
Introducing 3ds Max 2008.pdf
Introducing 3ds Max 9.pdf
Introduction to 3D Game Programming with DirectX 9.0 Source Code.rar
Introduction to 3D Game Programming with DirectX 9.0c Shader Approach Source Code.rar
Introduction to 3D Game Programming with DirectX 9.0c Shader Approach.chm
Introduction to 3D Game Programming with DirectX 9.pdf
Introduction to Game Programming with C++.chm
Isometric Game Programming With DirectX 7.pdf
Learn Vertex and Pixel Shader Programming With DirectX 9.pdf
Level of Detail for 3D Graphics.pdf
Level of Detail for 3D Graphics.pdf
Linear Algebra Demystified.pdf
Linux 3D Graphics Programming.pdf
Linux Games Programming.pdf
Lumenex Engine Technical Brief.pdf
Managed DirectX 9 Kick Start - Graphics and Game Programming.chm
Math Course Description.pdf
Mathematical Physics - A Modern Introduction To It's Foundations.pdf
Mathematics for 3D Game Programming and Computer Graphics, Second Edition.pdf
Mathematics for Computer Graphics.pdf
Mathematics for Game Developers.pdf
Memory Management - Algorithms And Implementation In C-C++.pdf
Microsoft DirectX 10 Technical Brief.pdf
Model Rig Animate With 3ds Max 7.chm
Modeling a Character in 3DS Max, 2nd Edition.pdf
MUD Game Programming.chm
Multiplayer Game Programming.pdf
Networking and Online Games - Understanding and Engineering Multiplayer Internet Games.pdf
OpenGL Game Development.pdf
OpenGL Programming Guide.pdf
OpenGL Red Book and Blue Book.rar
OpenGL Reference Manual.pdf
OpenGL Shading Language 2nd Edition.chm
OpenGL Shading Language.chm
OpenGL Super Bible.pdf
OpenGL SuperBible 4th Edition.pdf
OpenGL.Shading.Language.2nd.Edition.(Orange.Book).2006.pdf
Physically-Based Rendering - From Theory To Implementation.pdf
Physics Course Description.pdf
Physics for Game Developers.pdf
Polygon Collision Tutorials.rar
Postmortems From Game Developers.pdf
Probability for Dummies.pdf
Probability Theory - The Logic of Science.pdf
Programming AI by Example Source Code.rar
Programming Game AI by Example.pdf
Programming Multiplayer Games.pdf
Programming Role Playing Games with DirectX, 2nd Edition.pdf
Programming Role-Playing Games With DirectX 8.pdf
Quake 4 Mods For Dummies.pdf
Real Time Shader Programming.chm
Real-Time Collision Detection.pdf
Real-time Rendering 2nd ed.djvu
Real-Time Rendering Tricks and Techniques in DirectX.pdf
Real-Time Shader Programming.chm
Shaders for Game Programming and Artists.pdf
ShaderX1 - Vertex and Pixel Shader Tips and Tricks.pdf
ShaderX2 - Introductions and Tutorials with DirectX9.pdf
Shaderx2 - Shader Programming Tips & Tricks With Directx 9.pdf
ShaderX3 - Advanced Rendering with DirectX and OpenGL.pdf
Software Engineering - for Game Developers.pdf
Software Engineering and Computer Games.chm
Source Engine Infosheet.pdf
Special Effects Game Programming With DirectX Source Code.rar
Special Effects Game Programming with DirectX.pdf
Strategy Game Programming With Directx 9.0.chm
Teach Yourself Game Programming in 24 Hours.chm
The Elements of Euclid.pdf
The Game Animator's Guide To Maya.pdf
The Official Guide to Learning Opengl Programming.pdf
The Official Guide to Learning OpenGL, Version 2.1.pdf
The Official Guide to Learning OpenGL.pdf
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization.pdf
Tricks of the Windows Game Programming Gurus - Fundamentals of 2D and 3D Game Programming.pdf
Tricks of the Windows Game Programming Gurus, Second Edition.chm
Ultimate Game Design Building Game Worlds.pdf
Using Opengl In Visual C++.pdf
Vector Game Math Processors Source Code.rar
Vector Game Math Processors.pdf
Visualizing Quaternions.pdf
Zen of Graphics Programming - Michael Abrash.rar

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Published: By: Anonymous - 4:31 AM

Wednesday, January 5, 2011

Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines

Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines

Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines
English | Publisher: Fo-al Pr-ss | 2010 | ISBN: 0240815637 | 272 pages | PDF | 21,9 MB


Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists. From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development.
Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices.
Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS.
In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS.

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Published: By: Anonymous - 3:19 AM

Monday, January 3, 2011

Blender 2.5 Lighting and Rendering

Blender 2.5 Lighting and Rendering


Blender 2.5 Lighting and Rendering
English | 2010 | 252 pages | PDF | 16 MB

Blender 3D is a popular, open source modeling and animation package. It is used for game design, architectural visualization, character design, animation, and still images. However, creating believable lighting and texturing is difficult in any 3D program.
This step-by-step tutorial aims to familiarize you with Blender’s new interface and basic features as well as take a look at what it takes to produce a believable scene using lighting, texturing, compositing, and rendering.

By using the example of a tricycle in an outdoor scene you will learn to establish an effective workflow to increase your productivity. You will also thoroughly studying the scene and deciding how your tricycle would look on a sunny, cloudless day using Blender lamps. Not just that, you will also learn to implement your decisions by applying a 3-point light rig, adjusting the color of the lights, adding shadows, and using light groups to control the lighting. You will learn to add ambient occlusion effects to your scene by using both ray-traced and approximated ambient occlusion algorithms. A mesh example shows you how to give a particular look or “feel” by adding and editing materials. You will light a wine bottle on a table by taking a look at lighting interior spaces and how to create complex light rigs and custom UV textures for your scenes using Blender’s UV editing capabilities. You will create a custom UV map, export it as a file type Blender can read, and finally add your UV map to the wine bottle mesh. In the same example you will add wood material to booths. You will further enhance the background by adding wallpaper, giving color and metallic tint to the lamps, and adding material to light bulbs. You will look at lighting techniques used in scenes that include both interior and exterior light sources in a scene that has sunlight traveling in through the window and a light bulb hanging from the ceiling.
A step-by-step guide, with practical examples, that builds up your knowledge of lighting and rendering in Blender and helps you to implement these various techniques in your own work
What you will learn from this book:
* Optimize Blender’s Internal Renderer for your projects
* Establish a well-tested and efficient workflow to constantly produce high-quality work
* Apply both ray-traced and approximated ambient occlusion to your scene
* Configure the default settings of ambient occlusion by manipulating parameters such as Sampling, Attenuation, and Influence
* Configure settings found with Blender’s materials to create, duplicate, and add special effects such as transparency and reflections to your materials
* Modify World settings to add a gradient effect to the background to create a more interesting render
* Separate your scene into layers to light the scene using a complex light rig
* Construct a complex light rig and link lights to specific layers
* Add indirect lighting and integrate it with your scene
* Add textures to materials
* Enhance your scene by using Blender’s node compositor
* Simulate light “bending” with 3D lighting techniques
* Illuminate dark corners and crevices in your scene using ambient light
* Set up the basic material and then add textures and look at many different materials with varying properties such as plastic, metal, glass, wood, brick, marble, and concrete

Download HotFile:

http://hotfile.com/dl/93824321/49f0b4f/Blender.2.5.Lighting..Rendering.rar.html
Published: By: Anonymous - 2:39 AM

Sunday, January 2, 2011

Shaders for Game Programming and Artists

Shaders for Game Programming and Artists


Shaders for Game Programming and Artists
Publisher: Course Technology PTR | 2004 | 512 Pages | ISBN: 1592000924 | File type: PDF | 12.8 MB

This book does something that other shader books don't. It focuses solely on shaders and their creation. You'll use ATI's RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive excercises at the end of each chapter allow you to test your skills by expanding upon the shader you've just developed. Whether you are an engineer or a technically minded artist, you've finally found the ideal guide for mastering shaders!


Download HotFile:

http://hotfile.com/dl/93586104/67bdf4b/Shaders_Game_Programming_Artists.rar.html
Published: By: Anonymous - 2:03 AM

Monday, December 27, 2010

Artificial Intelligence for Games, Second Edition

Artificial Intelligence for Games, Second Edition

Artificial Intelligence for Games, Second Edition by Ian Millington, John Funge
MK | 2009 | ISBN: 0123747317 | 896 pages | PDF | 15 MB


Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.
* Walks through the entire development process from beginning to end.
* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Download HotFile:

http://hotfile.com/dl/92332160/2962c66/0123747317.rar.html
Published: By: Anonymous - 6:08 AM

Sunday, November 28, 2010

The Rough Guide to Videogames

The Rough Guide to Videogames
The Rough Guide to Videogames
312 pages | Dec 12, 2007 |ISBN: 1843539950 | PDF | 8 Mb

The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite
Download HotFile:

http://hotfile.com/dl/85488570/322572f/TheRoughGuidetoVideogames_bookitplus.net.rar.html
Published: By: admin - 6:53 AM

Friday, November 26, 2010

3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics

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3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics
Publisher: Morgan Kaufmann | ISBN: 0122290631 | edition 2006 | PDF | 586 pages | 16,8 mb
Aimed at the working Visual C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics, and the source code that's used to implement them in state-of-the-art video game engines.

If you work in the game industry (or would like to), this book will serve you well, because it delivers excellent best practices for algorithms and programming techniques that'll help your software keep up with the competition.

Download HotFile:

http://hotfile.com/dl/85066698/cbdd057/6708_bookitplus.net.rar.html
Published: By: admin - 1:27 AM

Wednesday, November 24, 2010

Dynamic Games

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Sp..rin.ger 2005 | 272 Pages | ISBN: 0387246010 | PDF | 2.33 MB

Dynamic games continue to attract strong interest from researchers interested in modelling competitive as well as conflict situations exhibiting an intertemporel aspect. Applications of dynamic games have proven to be a suitable methodology to study the behaviour of players (decision-makers) and to predict the outcome of such situations in many areas including engineering, economics, management science, military, biology and political science.

Dynamic Games: Theory and Applications collects thirteen articles written by established researchers. It is an excellent reference for researchers and graduate students covering a wide range of emerging and revisited problems in both cooperative and non-cooperative games in different areas of applications, especially in economics and management science.

Download HotFile:

http://hotfile.com/dl/84702502/2afb522/Dynamic_Games_bookitplus.net.pdf.html
Published: By: admin - 10:13 AM

Tuesday, August 31, 2010

Andrew Chang: Basics Animation - Digital Animation

  • Basics Animation: Digital Animation
    Basics Animation: Digital Animation
    AVA Publishing | 2008 | ISBN: 2940373566 | 176 pages | PDF | 13,4 MB

    Digital technology has made animation simpler, faster, and easier than ever before. New tools have broadened the palette available to both beginners and experienced animators. Basics Animation: Digital Animation looks at the history of the medium, charting its progress by looking at specific examples that document the growth and development of the form over the past fifty years. With contributions from pioneers of the medium as well as today’s leading animators in movies, games, and television, Digital Animation is an animated look at animation yesterday and today.
    * Explores key principles and processes of animation

    * Readable and informative

    * Interviews and art from artists, animators, filmmakers, and more from around the world


    Download Hotfile.com
    Hotfile
Published: By: admin - 1:18 AM

Monday, May 31, 2010

Basic Gaming Flash Tutorials 5 lessons


Basic Gaming Flash Tutorials 5 lessons
MOV | Video size: 1000×750 | Duration: 4 h | 489.3 MB
Genre: eLearning
Learn to design and program basic Flash Games. Learn the Basics of Actionscript 2.0 using Flash 6, 7, 8 or CS3. At a glance, this tutorial teaches… Basic Property Changes, Programming Buttons, Listener Events, Navigate to URL’s, Object Scope, Detecting Object Collisions, Motion Tweening with Script, Text Fields and Embedding Fonts, Replacing the Mouse Cursor , Loading External SWF’s, JPG’s, Gif’s, PNG’s, Attaching Movieclips at Runtime, Using If Statements, Functions, and Variables, Programmably Moving or Dragging Objects.
Download
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Published: By: admin - 4:49 AM

Thursday, May 6, 2010

LSAT Logic Games For Dummies

  • LSAT Logic Games For Dummies
    LSAT Logic Games For Dummies
    For Dummies | 2010 | ISBN: 0470525142, 0470590149 | 384 pages | PDF | 11,9 MB

    Improve your score on the Analytical Reasoning portion of the LSAT

    If you′re like most test–takers, you find the infamous Analytical Reasoning or "Logic Games" section of the LSAT to be the most elusive and troublesome. Now there′s help! LSAT Logic Games For Dummies takes the puzzlement out of the Analytical Reasoning section of the exam and shows you that it′s not so problematic after all!

    This easy–to–follow guide examines the types of logic puzzles presented on the LSAT and offers step–by–step instructions for how best to correctly identify and solve each problem within the allocated time.
    Coverage of all six question types
    Detailed strategies for quickly and correctly recognizing and solving each question type
    Complete with loads of practice problems

    Whether you′re preparing to take the LSAT for the first time or looking to improve a previous score, LSAT Logic Games For Dummies is the logical study companion for anyone looking to score high on the LSAT!

    Download Hotfile.com
    http://hotfile.com/dl/41521685/70077a4/0470525142_LSAT.rar.html

    Mirror Uploading.com
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Published: By: admin - 7:40 PM

Wednesday, April 14, 2010

Develop - April 2010

  • Develop - April 2010

    Develop - April 2010
    English | PDF | 68 Pages | 27,1 Mb

    Develop is the international monthly magazine for games programmers, artists, musicians and producers.

    Download links:
Published: By: admin - 3:34 AM
 

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