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Book Mastering CryENGINE

    Book Details:
  • Author : Sascha Gundlach
  • Publisher : Packt Publishing Ltd
  • Release : 2014-04-11
  • ISBN : 1783550260
  • Pages : 407 pages

Download or read book Mastering CryENGINE written by Sascha Gundlach and published by Packt Publishing Ltd. This book was released on 2014-04-11 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive guide that covers advanced tasks performed with the CryENGINE system using interesting examples and illustrations demonstrating each of its features. This book is designed for developers who already have a basic understanding of CryENGINE and who want to take their skills to the next level. Whether you are a hobbyist developer or you are working on an AAA project, Mastering CryENGINE will help you enhance your CryENGINE proficiency.

Book CryENGINE 3 Cookbook

    Book Details:
  • Author : Dan Tracy
  • Publisher : Packt Publishing Ltd
  • Release : 2011-06-23
  • ISBN : 184969107X
  • Pages : 513 pages

Download or read book CryENGINE 3 Cookbook written by Dan Tracy and published by Packt Publishing Ltd. This book was released on 2011-06-23 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 90 recipes written by Crytek developers for creating third-generation real-time games.

Book CRYENGINE Game Development Blueprints

Download or read book CRYENGINE Game Development Blueprints written by Richard Gerard Marcoux III and published by Packt Publishing Ltd. This book was released on 2015-08-28 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects About This Book Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit Discover good working practices and tips to quickly jump into making a new level in the game Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book Who This Book Is For This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications. What You Will Learn Create a CRYENGINE game from scratch with the Game Starter-kit Add custom methods to allow the player/AI to use a weapon Create complete “start” and “end” game menus using Scaleform and C++ Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use Use the Crytiff exporter from Photoshop Export the CHR—the format the engine needs to read the skeleton Integrate the character in the engine using the character tool Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE Debug common setup issues that might appear during production with useful tools In Detail CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues. Style and approach An easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.

Book Cryengine 3 Game Development

Download or read book Cryengine 3 Game Development written by Sean Tracy and published by Packt Publishing Ltd. This book was released on 2012-09-21 with total page 550 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to use the CryENGINE 3 free SDK, the next-generation real-time game development tool.

Book GPU Pro 4

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2013-04-26
  • ISBN : 1466567430
  • Pages : 384 pages

Download or read book GPU Pro 4 written by Wolfgang Engel and published by CRC Press. This book was released on 2013-04-26 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.

Book GPU PRO 3

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2012-02-21
  • ISBN : 1439887829
  • Pages : 409 pages

Download or read book GPU PRO 3 written by Wolfgang Engel and published by CRC Press. This book was released on 2012-02-21 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.

Book GPU Pro 360 Guide to Image Space

Download or read book GPU Pro 360 Guide to Image Space written by Wolfgang Engel and published by CRC Press. This book was released on 2018-12-03 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Book Computer Vision and Graphics

Download or read book Computer Vision and Graphics written by Leonard Bolc and published by Springer. This book was released on 2009-05-21 with total page 509 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-conference proceedings of the International Conference on Computer Vision and Graphics, ICCVG 2008, held in Warsaw, Poland, in November 2008. The 48 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on image processing, image quality assessment, geometrical models of objects and scenes, motion analysis, visual navigation and active vision, image and video coding, virtual reality and multimedia applications, biomedical applications, practical applications of pattern recognition, computer animation, visualization and graphical data presentation.

Book GPU Pro 6

    Book Details:
  • Author : Wolfgang Engel
  • Publisher : CRC Press
  • Release : 2015-07-28
  • ISBN : 1482264625
  • Pages : 574 pages

Download or read book GPU Pro 6 written by Wolfgang Engel and published by CRC Press. This book was released on 2015-07-28 with total page 574 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance

Book Developing Games in Java

Download or read book Developing Games in Java written by David Brackeen and published by New Riders. This book was released on 2004 with total page 1012 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion web site available.

Book Game Physics Engine Development

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 engine ne

Book Multi threaded Game Engine Design

Download or read book Multi threaded Game Engine Design written by Jonathan S. Harbour and published by Course Technology. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance. Using Direct3D and C++, a sample game engine is created step-by-step throughout the course of the book, and numerous examples illustrate the concepts presented.

Book Real Time Rendering  Fourth Edition

Download or read book Real Time Rendering Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book Advanced Hybrid Information Processing

Download or read book Advanced Hybrid Information Processing written by Weina Fu and published by Springer Nature. This book was released on 2023-03-21 with total page 806 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set constitutes the post-conference proceedings of the 6th EAI International Conference on Advanced Hybrid Information Processing, ADHIP 2022, held in Changsha, China, in September 29-30, 2022. The 109 full papers presented were selected from 276 submissions and focus on theory and application of hybrid information processing technology for smarter and more effective research and application. The theme of ADHIP 2022 was Hybrid Information Processing in Meta World. The papers are named in topical sections as follows: Information Extracting and Processing in Digital World; Education Based methods in Learning and Teaching; Various Systems for Digital World.

Book Maximum PC

    Book Details:
  • Author :
  • Publisher :
  • Release : 2001-01
  • ISBN :
  • Pages : 110 pages

Download or read book Maximum PC written by and published by . This book was released on 2001-01 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Book GPU Pro 360 Guide to Rendering

Download or read book GPU Pro 360 Guide to Rendering written by Wolfgang Engel and published by CRC Press. This book was released on 2018-04-27 with total page 683 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges