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2004, 897 p. Writing about the things I like is pretty much one of my favorite hobbies. After all, it is a good way to pull even more people over to the dark side. This book is about the dark side of programming 3D engines for video game applications, and I hope to pull as many of you into the fun side of programming computer graphics stuff as I can.
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2005, 754 p.
The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new...
Course Technology PTR, 2012. - 545 p. This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and...
Morgan Kaufmann; 2 edition, 2010, 522 pages Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game...
2004, 622 p.
In Chapter 1, the phrase "game AI" will be defined, and ihe more ambiguous uses of ihe expression will be reassigned to more appropriate language. Some applicable theory will also be discussed, both from the psychological world and from the academic artificial intelligence (AI) world.
In Chapter 2, the foundation systems that make up a general game -'V! engine will...