September 9th 2009 in Game Development

Beginning C++ Game Programming (Game Development Series)
Publisher: Course Technology PTR | ISBN: 1592002056 | edition 2004 | PDF | 352 pages | 29,9 mb
Interactivity—the unique feature that sets games apart from other forms of entertainment. The power of interactivity lies in the programming that occurs behind the scenes. If you’re ready to jump into the world of programming for games, "Beginning C++Game Programming" will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals. As you cover each programming concept, you’ll create small games that demonstrate your new skills. Wrap things up by combining each major concept to create an ambitious multiple player game. Get ready to master the basics of game programming with C++!
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September 8th 2009 in Game Development
Beginning Illustration and Storyboarding for GamesByLes PardewPublisher:Premier Press2004 |296 Pages | ISBN: 1592004954 | PDF | 32 MBCreating enticing game art can mean the difference between getting a game published or rejected. Great game art can also be a very rewarding to the game designer! "Beginning Illustration and Storyboarding for Games" focuses on specific issues surrounding developing concept art for games. It emphasizes artistic development using computer drawing and painting programs such as Corel Painter, Corel Draw, and Corel Photo Paint. This book is ideal for beginning art students who wish to learn the fundamental techniques used in creating concept art for game designs. It covers basic game design elements, storyboards, character designs, game world designs, level layouts, and other key visual elements typically used in game designs. As you work your way through the book, you will learn how to create art as well as how the art is used in a game design document.The only book to specifically address illustration and storyboarding for games.Full of illustrations and step-by-step projects.Offers real-world instruction for game concept art development.Also touches on basic art skill development.Comes complete with Q&As, extensice end-of-chapter exercises, projects and a CD to reinforce self-practice and learning.depositfilessharingmatrixletitbitmegauploadNO PASSWORD!!!No Mirrors below, please! Follow Rules!
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August 16th 2009 in Game Development

Advanced animation with DirectX
Publisher: Course Technology PTR | ISBN: 1592000371 | edition 2003 | PDF | 480 pages | 2,4 mbYou’ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you’ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place.
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August 16th 2009 in Game Development

Leigh van der Byl - LightWave 3D 8 Texturing
Wordware Publishing | 2004 | ISBN: 1556222858 | Pages: 450 | PDF | 13.61 MBCreating interesting and detailed surfaces for objects and characters in 3D is a process many artists find complex and confusing. LightWave 3D 8 Texturing demystifies this task with a thorough discussion of how to use the various LightWave 3D tools to create stunning textures.
* Utilize texturing theory to create any type of surface you wish.
* Use the various options in the Surface Editor to affect your textures.
* Work with textures using vertex color maps, gradients, weight maps, and image maps.
* Manipulate layers in the Texture Editor.
* Apply textures with projection techniques and UV maps.
* Enhance your surfaces using image filters.
* Create metal, wood, and organic surfaces by working through a series of tutorials.,
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August 16th 2009 in Game Development

David Franson - The Dark Side of Game Texturing
Course Technology PTR | 2004 | ISBN: 1592003508 | Pages: 216 | PDF | 12.26 MBA perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. "The Dark Side Of Game Texturing" features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games.
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August 13th 2009 in Game Development

Game Programming for Teens (Game Programming)
Publisher: Course Technology PTR| ISBN: 1592000681 | edition 2003-05-15 | CHM | 392 pages | 2,04 mbIf you’re interested in jumping into the exciting world of game programming, then you’ve found the perfect book! "Game Programming for Teens" doesn’t expect you to have any experience with programming. You’ll learn everything you need to know along the way. You’ll use Blitz Basic, an easy-to-learn programming language that the author will teach you. As you work your way through the book, you’ll learn everything you need to know to create a complete game. Graphics, animation, sound and music, and artificial intelligence are all covered. By the end of the book, you will have created your very first computer game! Game programming doesn’t have to be difficult. With a copy of this book and your own curiosity, you’re off to the perfect start.
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August 13th 2009 in Game Development
Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave StudioPublisher: Sams| ISBN: 0672322854 | edition 2001-11-20 | PDF | 600 pages | 5,55 mbThis book provides an exciting blend of game design strategies, nuts-and-bolts programming tips, deeply detailed code samples, and richly developed games and demos. Real-Time Interactive 3D Games defines the role of narratives in games and is packed with valuable advice on a variety of topics, including tapping into the traditions of theater to make the games you develop more dramatic and tips for marketing your 3D game. The first part of the book demonstrates good character and environment design for interactive games. A substantial set of tutorials on the use of 3D Lingo to program games follows. Finally, you can follow along with Dr. Partridge and his team as they build a dramatic real-time interactive 3D game called 17 Keys. The structure mirrors the best game development practices to give you the skills to go out and develop games on your own. A detailed and practical guide to Shockwave 3D, including simulating physics for games and advanced control with modifiers. Beyond just code, teaches game design procedures including developing treatments, specs and game interface design strategies. Intelligent game agents explained and demonstrated. Cameras, lights, models, shaders, textures, and animation. Secrets to low-poly modeling for real-time games. A fully developed real-time 3D game with explanations and commented code.My uploading.commegaupload.comdepositfiles.comletitbit.netTo thank me use my , please!!!! No mirrors please !!!
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August 13th 2009 in Game Development

Developer's Guide to Multiplayer Games (Wordware Game Developer's Library)
Publisher: Wordware Publishing, Inc. | ISBN: 1556228686| edition 2001-10-25 | PDF | 589 pages | 10,75 mbDeveloper’s Guide to Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, as well as giving the reader easy-to-follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete, working online game.
The first section of Developer’s Guide to Multiplayer Games explains practical theory on basic Windows dialog programming, and the use of MySQL, Perl, Sockets, and TCP/IP. The second section consists of five extensive tutorials that lead the reader through the stages of creating a working online game. Together, these sections cover all the major aspects and theory behind creating a fully functional Internet game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online games.
The authors’ presentation provides the reader with a solid understanding of online game programming, along with the ability to expand on this knowledge and experiment with the development tools provided.
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August 13th 2009 in Game Development

Jacob Habgood, Mark Overmars, "The Game Maker's Apprentice: Game Development for Beginners"
Apress 2006 | ISBN-10: 1590596153 | 336 Pages | PDF | 10 MBThe Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle gamescomplete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play.
Game Maker allows games to be created using a simple drag-and-drop interface, so you dont need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl.
The authors include the creator of the Game Maker tool and a former professional game programmer, so youll glean understanding from their expertise. The book also includes a CD containing Game Maker software and all of the game projects that are created in the bookplus a host of professional-quality graphics and sound effects that you can use in your own games.
Summary: Awesome idea for a beginning gamer!
Rating: 5
I haven't used this product personally- I bought it for my little brother who wants to create video games for a living. I'm sure he's gonna love it when he opens it this Christmas!
Summary: Great book but Software company is Risky
Rating: 5
I own this book and it is excellent as is the software that comes with the book. (Game Maker Lite edition) I would not upgrade to the pro however as I paid for the pro upgrade key and Softwrap, the company in charge will not give me my activation key. Moreover, I have created two tickets with Yoyo Games helpdesk and both have been ignored. Buyer Beware. I have reported this to Paypal.
Summary: The Game Maker's Apprentice
Rating: 5
This is a wonderful book! The instructions are easy to follow and all of the games are fun. I liked the fact that the finished games are on the CD so you could see what they are like while you are working on them.
Summary: Great Book for Early Game Programmers
Rating: 4
As a special education teacher, I would like to think that I have a keen eye for books that can hold my student's interests while meeting their diverse needs. The Game Maker Apprentice does that and more. The only negative comment I have heard about this book from a student is that it does not cover modern three dimensional game programming. My response, you have to learn how to crawl and walk before you can run.
Game Maker Apprentice achieves its goals masterfully, and I will continue to use it to teach game programming with my students.
Summary: Game Maker review
Rating: 5
I have started using the Game Maker's Apprentice book and it is well written and has easy to follow directions. I am sure I will enjoy creating games with it.
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August 10th 2009 in Game Development

Brian Schwab - AI Game Engine Programming
Charles River Media | 2004 | ISBN: 1584503440 | Pages: 624 | PDF | 54.29 MBAI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees.
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August 8th 2009 in Game Development

Book Review
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July 8th 2009 in Game Development
Product Description
Programmable graphics shaders, programs that can be ed to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It will complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.
About the Author
Mike Bailey is a Professor in Computer Science at Oregon State University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis. He received his PhD from Purdue University and has worked in industry and taught at several universities.
Steve Cunningham is Professor Emeritus in Computer Science, California State University Stanislaus. He has served as ACM SIGGRAPH President and has been a member of the Eurographics Executive Board and the ACM SIGCSE Executive Committee. He has authored, co-authored, or co-edited seven books, mostly on computer graphics related topics, including a recent textbook for a beginning computer graphics course.
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